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http://opensg.vrsource.org/trac/changeset/1826

On Tue, Mar 17, 2009 at 8:12 PM, Allen Bierbaum <[email protected]> wrote:
> 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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