Re: [osg-users] Removing objects with shared GL state from scene graph

2019-06-30 Thread Robert Osfield
Hi Chris, On Sun, 30 Jun 2019 at 00:52, Chris Djali wrote: > The high-level behaviour is all fine as-is. The specific problem is that > it's not safe to call osgText::Text::releaseGLObjects when removing a text > object as that releases GL objects for the font, too, and that can still be > in

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-06-30 Thread Chris Djali
Hi, Hopefully this example illustrates the underlying problem with osgText::Text::releaseGLObjects without the multiple viewer schenanigans in my previous example: Code: #include #include #include #include int main() { osgViewer::Viewer viewer; // Single-threaded mode so we

[osg-users] How can we make 'osg' thread and 'ui' thread send messages to each other?

2019-06-30 Thread Mirro Xu
Hi, How to solve the problem with UI Thread conflict Thank you! Cheers, Mirro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76346#76346 ___ osg-users mailing list

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-06-30 Thread Robert Osfield
HI Chris, On Sun, 30 Jun 2019 at 19:28, Chris Djali wrote: > > Are you seriously telling me that OpenSceneGraph provides no mechanism to > safely remove nodes that at one point were attached to the scene graph and > this is intentional? If so, it's misleading to even have functions like >

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-06-30 Thread Chris Djali
Hi, I still think you're completely missing my point because of a criticism of my example code. For now, ignore the symptoms that brought me here. Just consider your bog-standard single-viewer situation. If a text node is added to the scene graph and stays attached for the whole lifetime of