Hi Robert,

I've noticed some issues with memory usage when using VBOs.  The
attached example generates between 50K and 200K points per frame and
creates a new geometry for them with VBO's enabled.  If you run the
example, it appears as if the VBOs aren't properly being deleted and
my graphics memory quickly gets maxed out and it crashes in about 30
seconds.

I stuck some debugging output in GLBufferObject::deleteGLObject() and
it is never called so it appears as if the VBOs aren't being deleted
at all.

However, if you run the example with the --fixed argument, the
Vec3Array for the points is preallocated to a large number (300K) and
the points are just assigned to the array (vs using push_back).  This
means that each frame is getting a Vec3Array which is the same exact
size, but with a varying number of points to actually draw with the
DrawArrays.   I'm assuming this is causing OSG to take advantage of
some kind of VBO reuse as this causes the memory to be totally stable.

I'm running the latest SVN version of OSG.

Thanks!

Jason

Attachment: vbo_test.cpp
Description: Binary data

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