Separate Renderable::initialize into initialize and initializeGL functions

Handle initialize in a separate thread and display rudimentary loading screen
This commit is contained in:
Alexander Bock
2017-11-02 14:27:35 -04:00
parent ca69408366
commit 78e3320cde
75 changed files with 260 additions and 159 deletions

View File

@@ -232,7 +232,7 @@ bool RenderableFieldlines::isReady() const {
return programReady && vectorFieldReady && fieldlineReady && seedPointsReady;
}
void RenderableFieldlines::initialize() {
void RenderableFieldlines::initializeGL() {
if (_vectorFieldInfo.empty() || _fieldlineInfo.empty() || _seedPointsInfo.empty()) {
throw ghoul::RuntimeError("Error initializing");
}
@@ -245,7 +245,7 @@ void RenderableFieldlines::initialize() {
);
}
void RenderableFieldlines::deinitialize() {
void RenderableFieldlines::deinitializeGL() {
glDeleteVertexArrays(1, &_fieldlineVAO);
_fieldlineVAO = 0;
glDeleteBuffers(1, &_vertexPositionBuffer);