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 >> >> >> >> >> >> >> ------------------------------------------------------------------------- >> Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! >> Studies have shown that voting for your favorite open source project, >> along with a healthy diet, reduces your potential for chronic lameness >> and boredom. Vote Now at http://www.sourceforge.net/community/cca08 >> _______________________________________________ >> Opensg-users mailing list >> [email protected] >> https://lists.sourceforge.net/lists/listinfo/opensg-users >> > > ------------------------------------------------------------------------- > Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! > Studies have shown that voting for your favorite open source project, > along with a healthy diet, reduces your potential for chronic lameness > and boredom. Vote Now at http://www.sourceforge.net/community/cca08 > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
