On Tue, 2010-10-05 at 21:08 -0500, [email protected] wrote: > We are developing a big GUI application using Clutter 1.2.8, running > it in Moblin. > We have lots of images(ClutterTextures .png files) to be used in the > GUI. > Json script is used for loading actors in GUI. > > Objects which are required for current screen will be shown and all > other objects are hidden. > > Recently we reached a point where we could not add any more images(100 > or 120 images are fine, after that we could not add any more, some > images are being referred by many ClutterTexture objects). > > Segmentation fault occurs before we could see anything on the screen. > My debug statement shows that clutter_actor_show(stage) is called > before we get seg fault.
you're loading a lot of image data on the GPU and you are marveling at the fact that the driver is telling you that you've reached an OOM condition? I'd be surprised if it didn't. • don't pre-load all images. • load only the required ones, and unload them when not needed any more. • use a texture cache, like the one in Mx, to avoid loading image data more than once. > 1. Is there a better way to handle loading of textures? - Right now we > just load the entire Json script with all actors and hide the unwanted > actors for the current screen. hiding won't prevent the image data to be loaded in memory. > 2. Has anyone developed a big application using clutter with atleast > 500 to 1000 images (ClutterTextures)? sure; just not all at the same time, because that will consume all your GPU memory. also, it will kill your application startup time, by drowning it in I/O. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
