Does anyone have any more thoughts on how to approach this problem? We
started working on a simple solution that just uses a
freeImageAfterUpload flag but ran into some difficulty because it
appears the current code tries to access to OSG::Image for other
parameters such as dimension etc after we would have freed it. I will
be working more on the today so if anyone has ideas please let me
know.

Thanks,
Aron

On Wed, Dec 31, 2008 at 3:50 PM, Allen Bierbaum <[email protected]> wrote:
> On Wed, Dec 31, 2008 at 8:14 AM, Gerrit Voss <[email protected]> wrote:
>>
>> Hi,
>>
>> Allen Bierbaum wrote:
>>> Any ideas on this one.  I looked into it a bit and the behavior I am
>>> thinking about is something like this:
>>  >
>>>
>>> - After texture has been bound, the system automatically sets image to 
>>> NullFC
>>> - This frees the image fc memory
>>> - The code detects that the system was the one that set the image to
>>> NullFC and checks if the "allow null flag" is set. If so, it goes
>>> about it's merry way.
>>>
>>> This means that even if the flag is set, if the user sets NullFC, the
>>> system does it's normal behavior of unbinding the texture.
>>>
>>> Before I put time into implementing this though, does this behavior
>>> make sense and do people think it would be valuable in OpenSG?  (ie.
>>> will a patch be accepted)
>>
>> I'm a little bit sceptical that we can get away with a simple solution
>> like this. E.g. it will break for cluster and par drawing environments.
>> And I see it breaks your lod stuff as you will unload the textures
>> when switching LOD's but as you already destroyed the image you
>> won't be able to reload them if you ever need a particular LOD again.
>
> Agreed.  I don't propose to know how to make this work in the general
> purpose case for all uses.  Thus I don't think it should be enabled by
> default.  I think it only makes sense for users that know exactly how
> the application will behave and are acting accordingly.
>
> If anyone has a smart idea for how to handle cluster and parallel
> rendering, I am all ears, but in the meantime I am just looking for
> something to allow our application to run without churning through all
> the memory in the system. :)
>
> -Allen
>
>> I'm tossing things around just now.
>>
>> kind regards
>>   gerrit
>>
>>
>>
>>
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