We tested our plugins with the OpenGL renderer but ran into occasional crashes during createComponentSnapshot() calls. My understanding is that this is caused by OpenGL being rendered on a different thread while the createComponentSnapshot() calls most likely appear on the main thread.
Is there a save way to call createComponentSnapshot() when using OpenGL?
I think I could get rid of it in several places where I’d prefere another approach anyway but it is for example also used to create the drag image for drag & drop.
I had a look whether an OpenGL lock is available but neither found one nor do I think this would be be the best idea as it might create a dead lock.