Have you tried calling frameExit on the Window?

Cheers,

  Toni

On Wed, Jul 9, 2008 at 3:15 PM, Francesco Tamagni
<[EMAIL PROTECTED]> wrote:
> 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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