diff options
author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-12-20 11:31:04 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2013-12-20 11:41:54 +0200 |
commit | c32f52c8a00292d91ada5b8cf05b6edc6713ead2 (patch) | |
tree | fdc67cd89f339ecfda8d59ee33ef5b428e3d7d75 /src/datavisualization/engine/scatter3drenderer.cpp | |
parent | dcf57ae33cbe173724f7f18d94c3d67cac27fac1 (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.cpp | 12 |
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; |