<div dir="ltr">Yes you definitely want to call ReleaseGraphicsResources when you are done using a graphics object, but are not done using its window. Normally VTK handles this for you so you do not have to worry about it. <div><br></div><div>Many classes in VTK create and hold onto OpenGL resources. At some point those resources need to be freed. Normally before an OpenGL context/window is destroyed it will call ReleaseGraphicsResources on everything connected to it so that they are all freed before it releases the context. But if you have detached a mapper from the RenderWindow/Renderer/Actor (but not yet deleted it) then that does not happen. Then at some other point that mapper tries to free its resources but the context that owned them is already gone causing an error. </div><div><br></div><div>Thanks</div><div>Ken<br><div><br></div><div><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Aug 11, 2016 at 11:33 AM, Seun Odutola <span dir="ltr"><<a href="mailto:seun@rogue-research.com" target="_blank">seun@rogue-research.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="word-wrap:break-word">Hi Ken,<div><br></div><div> Thanks for the suggestion. I do have a little question though, is it a necessary convention to call release graphics resources on the old mapper prior to setting a new one? I was wondering judging from your statement (quick fix) if this was just a hack.</div><div><br></div><div>Regards,</div><div> Seun<br><div><blockquote type="cite"><div>On Aug 8, 2016, at 1:00 PM, Ken Martin <<a href="mailto:ken.martin@kitware.com" target="_blank">ken.martin@kitware.com</a>> wrote:</div><br><div><div dir="ltr">How do you change the mapper? Do you immediately destroy the old mapper or leave it around for later? I suspect the old mapper is getting destroyed later than it should. One thing you can try as a quick fix is<div><br></div><div>actor->SetMapper(shiny new mapper);</div><div>oldMapper-><wbr>ReleaseGraphicsResources(<wbr>renWin or NULL if you don;t have the window handy)</div><div>...</div><div><br></div><div><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Aug 4, 2016 at 3:21 PM, Seun Odutola <span dir="ltr"><<a href="mailto:seun@rogue-research.com" target="_blank">seun@rogue-research.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="word-wrap:break-word"><p class="MsoNormal">Hello everyone,<u></u><u></u></p><p class="MsoNormal"> I have a crash that occurs in my
application when running vtk with the GL2 rendered enabled but not with GL1. So
here is the situation, in my program when I change the shape of my poly data mapper,
basically setting the mapper of an actor in my scene to a new poly data mapper it
results in a crash. The crash is situated in vtkOpenGLBufferObject’s destructor,
specifically the deletion of the Internal’s handle. I have tried to verify if
the handle is valid prior to reaching the destructor which it seems to be, my
main concern is if the handle is filled with garbage (a non-zero value) it
might effectively pass the test condition and try to invoke glDeleteBuffer. Has
anyone experienced anything similar to this?</p><div>Regards,</div><div> Seun</div><p class="MsoNormal"><u></u><u></u></p>
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<br></blockquote></div><br><br clear="all"><span class="HOEnZb"><font color="#888888"><div><br></div>-- <br><div data-smartmail="gmail_signature">Ken Martin PhD<div>Chairman & CFO<br>Kitware Inc.<br>28 Corporate Drive<br>Clifton Park NY 12065<br><a href="tel:518%20371%203971" value="+15183713971" target="_blank">518 371 3971</a><div><br></div><div><span style="font-size:10pt;font-family:Tahoma,sans-serif">This communication,
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