Hi Robert,

Thanks for the explanation. It clears quite a lot of confusion.

I've added the stopThreading(), and this build is going to go through a
test cycle tonight, so I will know fairly soon if the problem still
appears.

Cheers,

Tanguy


-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 05 August 2009 17:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgText texture not reloading correctly
thesecondtime?

Hi Tanguy,

On Wed, Aug 5, 2009 at 4:53 PM, Tanguy
Fautre<tang...@aristechnologies.com> wrote:
> Robert, could you confirm that the rendering thread is not supposed to
> be actively culling/drawing when being outside of Viewer::run() (or
more
> precisely, Viewer::frame())?

If you are using DrawThreadPerContext or
CullThreadPerCameraDrawThreadPerContext then the draw thread will run
over the end of frame() or even run().

Call viewer.stopThreading(); to ensure the threads are stopped.

--

W.r.t osgText not clearing it's GL objects properly, in theory
releaseGLobjects() should work, and should purge the graphics context
just fine. Looking at the implementation of Tex

void Text::releaseGLObjects(osg::State* state) const
{
    TextBase::releaseGLObjects(state);
    getActiveFont()->releaseGLObjects(state);
}

And

void Font::releaseGLObjects(osg::State* state) const
{
    if (_stateset.valid()) _stateset->releaseGLObjects(state);

    for(GlyphTextureList::const_iterator itr=_glyphTextureList.begin();
        itr!=_glyphTextureList.end();
        ++itr)
    {
        (*itr)->releaseGLObjects(state);
    }

    // const_cast<Font*>(this)->_glyphTextureList.clear();
    // const_cast<Font*>(this)->_sizeGlyphMap.clear();
}


Which broadly looks to be the right thing.


Robert.
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