From 294894610b02a2cd4682fafe139a60b2b96f3289 Mon Sep 17 00:00:00 2001 From: Paul Lemire Date: Thu, 13 Feb 2020 11:51:38 +0100 Subject: Destroy FBOs when RenderTarget node is destroyed It appears we never destroyed FBOs which lead to bugs when destroying and recreating a RenderTarget Change-Id: I99b3df95b821670aa3bbd63209ff9bcc21afbf79 Reviewed-by: Mike Krus --- src/render/renderers/opengl/renderer/renderer.cpp | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'src/render/renderers/opengl/renderer/renderer.cpp') diff --git a/src/render/renderers/opengl/renderer/renderer.cpp b/src/render/renderers/opengl/renderer/renderer.cpp index d61d1d8ac..3e5bef3cd 100644 --- a/src/render/renderers/opengl/renderer/renderer.cpp +++ b/src/render/renderers/opengl/renderer/renderer.cpp @@ -1397,6 +1397,13 @@ void Renderer::updateGLResources() // Record list of buffer that might need uploading lookForDownloadableBuffers(); + + // Remove destroyed FBOs + { + const QNodeIdVector destroyedRenderTargetIds = m_nodesManager->renderTargetManager()->takeRenderTargetIdsToCleanup(); + for (const Qt3DCore::QNodeId &renderTargetId : destroyedRenderTargetIds) + m_submissionContext->releaseRenderTarget(renderTargetId); + } } // Render Thread -- cgit v1.2.3