Hum... I wanted to say it is NOT a real problem... 

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Fabien 
Lavignotte
Sent: mercredi 1 décembre 2010 16:25
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Reusing TextureObject in copyTexImage2D

Hi Robert,
I have tested and everything works perfectly.
Just a quick note with your fix on the texture pool (r11920), there is a slight 
change of behaviour.
Some orphaned texture objects are deleted before they can be reused when max 
texture pool size is zero (the default).
Before the fix, there was less deleted texture objects.
By setting a good value to the max texture pool size (ie 128Mb), all texture 
object are reused as expected, so it is now a real problem.
But maybe the method flushDeletedGLObjects can be called only every n-th frame 
to have a better reuse when max texture pool size is zero?

Cheers,
Fabien


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Robert 
Osfield
Sent: mercredi 1 décembre 2010 14:36
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Reusing TextureObject in copyTexImage2D

Hi Fabien,

I have now re-reviewed your original Texture2D.cpp submission and am happy that 
it should improve things and is looks safe, so it's now merged and checked into 
svn/trunk.  Since this thread there have been various improvements to the 
texture pool management so hopefully the two together should help fix things at 
your end.

Could you please test svn/trunk and let me know how you get on.

Cheers,
Robert.
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