This is the change we came up with.  Probably not pretty, but it works
for now.  We welcome any comments/ideas for improvements.

In our case this takes in memory image consumption down from 600MB to
around 5-10MB or less.

-Allen

On Tue, Mar 17, 2009 at 12:39 PM, Allen Bierbaum <[email protected]> wrote:
> Will do.
>
> Just to quantify what we seeing, we now have an application that takes
> up 1GB with 600MB used for OSG::Image objects that are not needed
> after they get uploaded. We will try to fis it up.
>
> -Allen
>
> On Tue, Mar 17, 2009 at 12:01 PM, Dirk Reiners <[email protected]> wrote:
>> I would keep the image around, just clear the data.
>>
>>
>>
>> On Mar 17, 2009, at 9:17, Aron Bierbaum <[email protected]> wrote:
>>
>>> 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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