On 09/08/16 12:13 AM, DRC wrote:
> A proper fix for this, resulting from today's remote debugging session,
> has been pushed to master.  Please see
> 
> https://github.com/VirtualGL/virtualgl/commit/a143bf303940b46bf8b9a993907ac352709871b8
> 
> for my analysis and a roll-up of past MainWin and/or ANSYS issues that
> are directly related to this or have similar causality.  Let me know if
> there are further problems.

Thanks.

Re: "This issue may have also affected other
+applications that use MainWin."

I know for a fact ANSYS Maxwell was also affected, and expect others.
I'll ask QA when they test this instead of the patches I've been carrying.

I've been pondering what benefit we actually get from the VGL
destructors.  Once the process exits all memory will be freed.  Once any
X sockets disconnect the X server will free any associated resources.
We wouldn't need any isDead resource guards if we didn't kill anything
and let the OS/X server handle it.   Can you think of a down side?

-Nathan

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