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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2013-12-20 11:31:04 +0200
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2013-12-20 11:41:54 +0200
commitc32f52c8a00292d91ada5b8cf05b6edc6713ead2 (patch)
treefdc67cd89f339ecfda8d59ee33ef5b428e3d7d75 /src/datavisualization/engine/scatter3drenderer.cpp
parentdcf57ae33cbe173724f7f18d94c3d67cac27fac1 (diff)
Check context before attempting to release opengl resources
In case of QMl ApplicationWindow using applications, openGL context seems to be 0 when the renderer gets destroyed at application shutdown. Work around this by checking for context validity on destructors before attempting to free openGL resources. Change-Id: I5ba5209740f8f4467f4ba2cc8dd195171bcd13c8 Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp12
1 files changed, 7 insertions, 5 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index 00452cf7..ee5c119e 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -98,11 +98,13 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
Scatter3DRenderer::~Scatter3DRenderer()
{
- m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
- m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
- m_textureHelper->deleteTexture(&m_selectionTexture);
- m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
- m_textureHelper->deleteTexture(&m_bgrTexture);
+ if (QOpenGLContext::currentContext()) {
+ m_textureHelper->glDeleteFramebuffers(1, &m_selectionFrameBuffer);
+ m_textureHelper->glDeleteRenderbuffers(1, &m_selectionDepthBuffer);
+ m_textureHelper->deleteTexture(&m_selectionTexture);
+ m_textureHelper->glDeleteFramebuffers(1, &m_depthFrameBuffer);
+ m_textureHelper->deleteTexture(&m_bgrTexture);
+ }
delete m_dotShader;
delete m_dotGradientShader;
delete m_depthShader;