[osg-users] Problematic call of flushDeletedGLObjects
Robert Osfield
robert.osfield at gmail.com
Fri Sep 23 08:34:00 PDT 2016
Hi Valerian,
It's not possible to know what might be amiss as you don't provide
enough details about how you are doing what you are doing. You don't
mention which OSG version you are using, so again it's not possible to
know if this might be related.
The best way to test things and make it easier for others to help you
would be to create a small OSG example, such as by modifying an
existing OSG example to illustrate your usage model so others can test
it and see if they see the same problems, and then spot a way forward.
Robert.
On 23 September 2016 at 16:13, Valerian Merkling <niarkoleptik at gmail.com> wrote:
> Hi,
>
> I can't figure out how to properly manage my composite viewer creation and destruction.
>
> My main problem is when I close one of my view and destroy my composite viewer, flushDeletedGLObjects isn't called.
>
> Then when I create a new one, I create the shaders, OSG links them to the context.
>
> Next the frame() function is called, which call flushDeletedGLObjects.
>
> The old shaders are flagged for destruction, and so they are, but this destroy the shader I loaded for this view, and I've no shader left at all.
>
> So my question is : how am I supposed to do ? Shall I prevent thoses flushDeletedGLObjects ? Or shall I force them to be done on my compositeViewer destruction ?
>
> Thank you!
>
> Cheers,
> Valerian
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68708#68708
>
>
>
>
>
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