SoContextHandler

Langue: en

Autres versions - même langue

Version: 316143 (ubuntu - 07/07/09)

Section: 3 (Bibliothèques de fonctions)

NAME

SoContextHandler -

SYNOPSIS


#include <Inventor/misc/SoContextHandler.h>

Detailed Description

The SoContextHandler class is for now to be treated as an internal class.

Since:

Coin 2.0

Public Member Functions


typedef void ContextDestructionCB (uint32_t contextid, void *userdata)

Static Public Member Functions


static void destructingContext (uint32_t contextid)

static void addContextDestructionCallback (ContextDestructionCB *func, void *closure)

static void removeContextDestructionCallback (ContextDestructionCB *func, void *closure)

Member Function Documentation

void SoContextHandler::destructingContext (uint32_t contextid) [static]

This method must be called by client code which destructs a context, to guarantee that there are no memory leaks upon context destruction.

This will take care of correctly freeing context-bound resources, like OpenGL texture objects and display lists.

Before calling this function, the context must be made current.

Note that if you are using one of the standard GUI-binding libraries from Systems in Motion, this is taken care of automatically for contexts for canvases set up by SoQt, SoWin, etc.

References SbList< Type >::getArrayPtr(), and SbList< Type >::getLength().

void SoContextHandler::addContextDestructionCallback (ContextDestructionCB * func, void * closure) [static]

Add a callback which will be called every time a GL context is destructed. The callback should delete all GL resources tied to that context.

All nodes/classes that allocate GL resources should set up a callback like this. Add the callback in the constructor of the node/class, and remove it in the destructor.

See also:

removeContextDestructionCallback()

void SoContextHandler::removeContextDestructionCallback (ContextDestructionCB * func, void * closure) [static]

Remove a context destruction callback.

See also:

addContextDestructionCallback()

Author

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