rtcRetainScene(3)

πŸ“¦ version 3.13.5, in epel 9, fedora 43, fedora 44

rtcRetainScene πŸ’– (that's section 3 of the manual, bestie, Embree Ray Tracing Kernels 3, no cap)

okay so bestie, gather round, because today we're talking about rtcRetainScene β€” and yes she's a baddie, she's a reference counter, she's lowkey the backbone of not leaking memory πŸ’…


NAME ✨

rtcRetainScene β€” increments the scene reference count πŸŽ€

like that's it. that's her whole job. and she ate.


SYNOPSIS 🌸

#include <embree3/rtcore.h>

void rtcRetainScene(RTCScene scene);

yes ma'am, one include, one function, zero drama ✨


DESCRIPTION πŸ¦‹

okay so here's the tea, bestie: scene objects are reference counted. like, they're keeping track of how many people are holding onto them, main character energy fr fr πŸ‘‘

The rtcRetainScene function increments the reference count of the scene object you pass in (that's the scene argument, she's right there in the parens 🫢).

And the way that rtcRetainScene works together with rtcReleaseScene?? iconic. it literally lets you use the internal reference counting inside a C++ wrapper class to handle the ownership of the object. so your wrapper class can be like "this is mine now" and the refcount is like "say less πŸ’–" and everything stays balanced. no leaks, no double frees, just vibes 🌈


EXIT STATUS 😭

ngl, if it fails, an error code is set β€” and you can go query it with rtcGetDeviceError. so if something's giving unhinged, that's where you look πŸ”

not me checking the error code like it's a vibe check πŸ’€

SEE ALSO 🌿

  • [rtcNewScene]
  • [rtcReleaseScene]

(the holy trinity honestly β€” make her, keep her, let her go 🧚)


and that's the whole page, bestie!! she's small, she's simple, she's essential. this was rtcRetainScene(3) from the Embree Ray Tracing Kernels 3 manual β€” periodt πŸ’…βœ¨πŸŽ€πŸ’–πŸ¦‹πŸŒΈπŸ‘‘

πŸ“¦ where this page comes from