call m_pRender[m_rndMethod]->destroy() before m_pRender[m_rndMethod]->create(). Otherwise, the previous pipeline and pipeline layout won't be destroyed when a scene is loaded.
add if (m_busy) return; to SampleExample::onKeyboard(). Otherwise, when user is pressing the keyboard while loading the scene, some unpredictable multithread bugs may happen.
call
m_pRender[m_rndMethod]->destroy()
beforem_pRender[m_rndMethod]->create()
. Otherwise, the previous pipeline and pipeline layout won't be destroyed when a scene is loaded.add
if (m_busy) return;
toSampleExample::onKeyboard()
. Otherwise, when user is pressing the keyboard while loading the scene, some unpredictable multithread bugs may happen.Signed-off-by: Alex alexfu@seas.upenn.edu