Michael Raab wrote:
> Hi all,
> 
> i'm using openSG 1.8 as basis for our vr application. When loading and 
> unloading our scenarios i discovered some memory leaks. 
> Searching in my source code helped not to close them.
> I wrote a small test benchmark in which i create 50000 objects where each 
> object creates 3 opensg nodes, 1 transform core and 2 groups. After 
> destroying my 50000 objects, the opensg nodes and cores are successfully 
> destroyed, if i can trust the fc statistics 
> (http://opensg.vrsource.org/trac/wiki/Tutorial/OpenSG1/Memleak).
> So are there any known memory leaks that are caused by opensg?

1.x has some problems. Especially Viewports/Windows do not ref-count 
their contents properly, so a workaround is to keep some separate 
refptrs that lives together with the viewport at all times, to make sure 
the viewports internal contents are refcounted.

I.e. node, camera, background & foregrounds.

There might be more, but that's the main thing I've run into.

2.0 has this solved.

Cheers,
/Marcus


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