Hi Jannik,
On 16 August 2016 at 17:44, Jannik Heller wrote:
> I don't need to remove it during runtime, I remove it on exit. Obviously it's
> a good idea to remove stuff on exit to avoid memory leaks. You *could* just
> leave your scene as it is and let OSG clean it up
Hi,
> You need to think about whether you need to delete Camera's
> dynamically during the applications life, you haven't explained why
> you are doing this and why not keeping the Camera around is not
> appropriate so I can't comment on the validity of what you are doing.
>
I don't need to
Hi Jannik,
On 16 August 2016 at 15:28, Jannik Heller wrote:
> Yes you can break it that way but I'm actually talking about a different
> breakage - the fact that resources get cleaned up that should *not* be
> cleaned up because they're still in use.
>
> Consider:
>
> -
Hi,
>
> The releaseGLObjects() and removeCamera() are there to make sure
> resources are correctly cleaned up. If you really try you can break
> it, like hiding resources from that active parts of the viewer/scene
> graph that are their to clean up things
>
Yes you can break it that way
Hi Jannik,
On 15 August 2016 at 15:03, Jannik Heller wrote:
> Given that there is no documentation suggesting that removing RTT camera's is
> unsafe - I just assumed it was a bug :)
You can't document a issue if you haven't conceived of the specific
usage case that it's
Hi,
>
> Your crash suggests otherwise :-)
>
Given that there is no documentation suggesting that removing RTT camera's is
unsafe - I just assumed it was a bug :)
As a workaround I believe that removing the Camera's children before removing
the camera should fix the crash. That means
Hi Jannik,
On 15 August 2016 at 13:21, Jannik Heller wrote:
> As far as I'm aware, in-scene graph cameras are not supposed to be subject to
> threading issues and *should* be safely removable without stopping the viewer
> threading.
Your crash suggests otherwise :-)
I
Hi Robert,
I know about the restriction with viewer-level cameras (add/removeSlave). I'm
not using those. I'm using in-scenegraph cameras for render to texture effects.
subgraph->addChild(rttCamera);
As far as I'm aware, in-scene graph cameras are not supposed to be subject to
threading
Hi Jannik,
A quick reply as I don't have time right now to look into the details
of this particular crash.
As a general note, the design of osgViewer assumes that viewer level
Camera's won't be added/removed while viewer threads are running.
It's easy to just call do something like:
Hi,
I just noticed a semi-random crash on exit in my application that seems to
point to a design issue in OSG.
In theory a crash can happen when you remove a previously used camera from the
scene graph, then modify something in the subgraph of that camera (e.g. remove
a node's child).
The
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