yes, i call it... but frameExit destroys only gl objects that are marked 
for removal by the chunk's destructors. but i don't call destructors 
because i want to use that nodes in other places...

moreover i have a doubt... i'm not sure if it is actually possible to 
use the same chunk in multiple contexts (without sharing lists): how are 
GLIds handled? as i can see there is only one glId for each chunk or 
geometry... how can it be the same for all contexts?

cheers

francesco


Antonio Bleile ha scritto:
> 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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