Hi Robert, Just pinging again to see if you have any thoughts on this. No rush, just wanted to make sure it didn't get lost.
Thanks! Jason On Wed, Sep 29, 2010 at 3:15 PM, Jason Beverage <[email protected]> wrote: > 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 > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

