hi to all!
i am hunting memleaks in my application, and i ended up with an 
interesting problem.

i have to render the same tree in two or more different context, one 
main context and other auxiliary ones used once to generate pictures.

the problem is that once the geometries are rendered in the auxiliary 
context, their opengl objects are allocated there, and remains 
duplicated in memory until the opensg data is destroyed even if i don't 
need them anymore. i cannot destroy opensg data because i have to use 
them in the main context, but i would avoid wasting opengl resources 
uselessly.

the problem could be solved deepCloning opensg structures, so when the 
auxiliary context subrefs them, during next frameexit their opengl 
objects get deleted. i don't like this solution because i have very huge 
trees ( ~1GB ) and a deepclone can finish my virtual memory leading to a 
runtime crash.

so remain two possible solutions:
1- sharelists all the context which share the same data
2- forcing the destroy of all useless opengl object in the auxiliary 
context, once done.
but:

1- after a bit of searches in the mailing list i read that "opensg 
doesn't support sharing resources among contexts", but:
- why?
- it will be so forever or there are plans to support this feature?

2- i tried to gather all GLIds of all the geometries, texturechunks, 
shlchunks and programchunks and to destroy them explicitly on the 
window, but unfortunately all getGLId() are protected except 
textureChunk's and SHLChunk's. why? is there another way to achieve this 
purpose?

thanks for your time

francesco tamagni






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