Hi Jason,

On Mon, Oct 4, 2010 at 2:07 PM, Jason Beverage <[email protected]> wrote:
> Just pinging again to see if you have any thoughts on this.  No rush,
> just wanted to make sure it didn't get lost.

I haven't had a chance to look into the issue yet.  My guess is that
the texture object pool is keeping the GL texture objects around in
case they can be reused but as the sizes are never compatible it never
achieves this and has to allocate new ones.   What will need to happen
is for there to be an automatic scheme for deleting texture objects
when new ones are needed and there memory has already hit the specific
texture pool limits.   I do recall thinking about this particular
issue when I implemented the code, and there might even be code that
already attempts to do this.  Go have a look at the code to see if you
can see what's going on.

Robert.
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