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
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
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
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
>
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
5 matches
Mail list logo