Hi Robert,

could you please give a short message here when the patch is ready?
We had to switch VBOs off due to serious stability problems. It would be cool 
to have a backport to version 2.8.3 (or at least some hint how to backport it 
ourselves).

OSG is great work! Many thanks!!!

- Werner -

Am Dienstag, 14. Dezember 2010, 09:35:49 schrieb Robert Osfield:
> 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.
> >> _______________________________________________
> >> osg-users mailing list
> >> [email protected]
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
> >> g
> > 
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> 
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