Hi Robert, I took a look into this again and I think I know what the issue is although I'm not sure about the solution. In GLBufferObjectManager::getGLBufferObjectSet a new GLBufferObjectSet is created each time b/c the number of verts generated on each frame is different so the profile doesn't match. This means that no reuse is happening and it also means that all the GLBufferObjectSets are sticking around forever b/c the _glBufferObjectSetMap is never cleared out or has items erased from it so it just keeps growing and growing. Is there a way we could go through periodically and check to see if a GLBufferSet in the glBufferObjectSetMap hasn't been used in a while and delete it once some maximum number of sets has been reached?
Thanks, Jason On Mon, Oct 4, 2010 at 9:13 AM, Robert Osfield <[email protected]> wrote: > 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. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

