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
vbo_test.cpp
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