Hi Jason,

I will be doing a review of BufferObject pool this morning, comparing
it's implementation with the more shaken down TextureObject pool.
This might bring up some fixes,

Robert.

On Mon, Dec 13, 2010 at 8:12 PM, Jason Beverage <[email protected]> wrote:
> 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.
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