PEG vob_addtolistgl--tjl:

Author: Tuomas J. Lukka
Revision: 1.5
Status: Accepted
Stakeholders:mudyc, benja, humppake

When making AbstractUpdateManager call the idle task to delete unreferenced GL objects, it caused PP to fail. The reason was quickly found out to be the Vob.addToListGL call: it was creating new GL objects but not retaining references to them, which caused the garbage collector to locate and destroy them.

This behaviour is obviously wrong and needs to be changed. Changing just the addToListGL calls that do it would IMO be the wrong solution because then it would be easy to create new crashes.



There are two kinds of Vobs: ones that get added directly and ones that add others. To accommodate both, we need some trickery.


addToListGL(GraphicsAPI.RenderingSurface, int[], int, int, int)

in Vob with

int putGL(VobScene vs) int putGL(VobScene vs, int cs1) int putGL(VobScene vs, int cs1, int cs2)

which returns the integer to be added to the vobmap. The methods' default implementations will throw an error for adding with the wrong number of coordsys.

The methods will return either the index, or 0, in which case nothing is added. Returning 0 is usually accompanied by several calls to VobScene.put() for putting the component parts of the vob; i.e., it is explicitly permitted that calls to VobScene are made during these callbacks.

Renderable0 &c will implement these.

As for GLVobMap, the behaviour is specified so that calling put() will cause putGL() to be called immediately, so that any vobs placed therein will be placed immediately in the list.

Analoguous changes in Vob3.