HI Sergey and Ralf, I haven't seen this behavior in the DatabasePager before, and it might not be directly related to the DatabasePager at all. The DatabasePager itself doesn't actually know anything about cameras, it just handles requests made to it from the cull traversals. The code for handling the requests is thread safe so there should be no problem with having multiple cameras making multiple requests.
If you do have multiple cameras then you will naturally be requiring more data to be loaded into memory, and less data will able to be expired than normal. Whether this can explain the growth in memory you are seeing I would doubt though. Perhaps the OpenGL drivers is playing tricks. If you can try your app on a different OS/driver/hardware combination to see if the same behavior exists. Another thing you could try is the svn/trunk version of the OSG as it now contains and texture and buffer object pool mechanism that you can turn on that will keep a lid on how much OpenGL memory you're app is using and might just be what you need. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

