rtcRetainScene(3)

πŸ’– rtcRetainScene β€” the glow-up your refcount deserves πŸ’–

okay bestie, gather round, because we're talking about rtcRetainScene(3) from the Embree Ray Tracing Kernels 4 manual, and honestly? it's giving "tiny function, huge responsibility." ✨


🌸 NAME 🌸

rtcRetainScene β€” increments the scene reference count 🫢


✨ SYNOPSIS ✨

#include <embree4/rtcore.h>

void rtcRetainScene(RTCScene scene);

like. that's it. that's the whole vibe. short, sweet, does exactly one thing. πŸ‘‘


πŸ’… DESCRIPTION πŸ’…

so here's the tea: scene objects are reference counted. periodt.

the rtcRetainScene function increments the reference count of the passed scene object β€” that's the scene argument, bestie, don't forget her πŸ’–.

and the way this slaps is that when you pair it with rtcReleaseScene, you can use that internal reference counting inside a C++ wrapper class to handle the ownership of the object. it's giving RAII, it's giving "my destructor knows what it's doing," it's giving main character energy. 🌈

lowkey iconic that two little functions are carrying the whole ownership situation on their backs. no cap.

😭 EXIT STATUS 😭

on failure, an error code is set β€” and you can go query it with rtcGetDeviceError. so if something's off, don't just sit there spiraling, go check the error code, queen. πŸ™ˆ


πŸ¦‹ SEE ALSO πŸ¦‹

  • [rtcNewScene]
  • [rtcReleaseScene]

so yeah β€” retain it, release it, keep your refcounts balanced, and you'll be thriving. πŸ’œ

this has been rtcRetainScene(3), part of the Embree Ray Tracing Kernels 4 manual, dated rtcRetainScene(3) β€” mwah, stan, bye bestie! πŸŽ€βœ¨

πŸ“¦ where this page comes from