Hi Robert,
 
My current code instances a new one each cull traverse. I wonder if that means 
I get a sizeof(osgUtil::RenderBin) memory leak each cull-traverse?
 
Anyway, I am going to try to multi-buffer it. 
I should be able to count the number of cull-traverse calls I get for each 
update tranverse. That (I guess) should tell me automatically how many 
instances of osgUtil::RenderBin that I would need. I will multiply it by two 
for double buffering and then it should work like a dream.
 
Cheers,
Viggo
 
> Date: Thu, 24 Jul 2008 17:53:57 +0100> From: [EMAIL PROTECTED]> To: 
> [email protected]> Subject: Re: [osg-users] Robert: I 
> figured it out :-) (was: Is it possible to know when the node-graph is 
> 'dirty'?)> > On Thu, Jul 24, 2008 at 3:08 PM, Viggo Løvli <[EMAIL PROTECTED]> 
> wrote:> > The only thing that annoy me now is the call to new().> > Creating 
> one bin as a member variable in my class and using it instead of> > the call 
> to new cause the system to crash. Double buffering I guess.> > So maybe I can 
> fix this by having two RenderBin instances in my class, and> > use them every 
> other call?> >> > But, I suspect that it may not be enough? Would I need two 
> per cull call> > that is ran per frame? Say that I in the future render with 
> 4 different> > cameras and cull the world 4 times. Would I then need 4*2 bin 
> instances to> > use instead of calling new()?> > The OSG's rendering backend 
> is both very dynamic (created on demand on> each frame) and flexible (it can 
> be a huge range of bin> configurations, potentially different on each frame) 
> and the threading> and multiple graphics context rendering are all thrown 
> into this mix.> This makes reuse of data something you have to be very 
> careful about,> in your case you'd either need to create on each new frame 
> or> multi-buffer.> > Robert.> 
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