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    6d2ce1b0
    Timeline: Properly encapsulate render pass states · 6d2ce1b0
    Ulf Hermann authored
    
    We have to make sure that all the nodes get deleted when the states are
    deleted. Previously, we relied on the RenderState destructor to
    recursively delete nodes owned by their parents. This is rather hard to
    understand and can easily fail if we create a pass state without calling
    TimelineRenderState::assembleNodeTree() afterwards.
    
    The best way to deal with this is to properly encapsulate the nodes into
    the states and add destructors which delete them.
    
    Change-Id: I8b1ce16084afc1c85a90609f8f8d889147f7832f
    Reviewed-by: default avatarJoerg Bornemann <joerg.bornemann@theqtcompany.com>
    6d2ce1b0
    History
    Timeline: Properly encapsulate render pass states
    Ulf Hermann authored
    
    We have to make sure that all the nodes get deleted when the states are
    deleted. Previously, we relied on the RenderState destructor to
    recursively delete nodes owned by their parents. This is rather hard to
    understand and can easily fail if we create a pass state without calling
    TimelineRenderState::assembleNodeTree() afterwards.
    
    The best way to deal with this is to properly encapsulate the nodes into
    the states and add destructors which delete them.
    
    Change-Id: I8b1ce16084afc1c85a90609f8f8d889147f7832f
    Reviewed-by: default avatarJoerg Bornemann <joerg.bornemann@theqtcompany.com>