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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:
Joerg Bornemann <joerg.bornemann@theqtcompany.com>
Ulf Hermann authoredWe 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:
Joerg Bornemann <joerg.bornemann@theqtcompany.com>