Hi Robert, I have a serious, massive memory leak in the trunk (updated this morning at around 10am UK time). I haven't tried with previous releases yet.
The following code leaks memory in a very important manner. Put this code within a while (true) { testLeak(); } block and you should see memory usage climbing fast. I'm testing on a Windows XP 32-bit system. I tried multiple Nvidia driver versions, just to be sure I had the same results. Code: void testLeak() { osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer(); osg::ref_ptr<osg::DisplaySettings> ds = new osg::DisplaySettings(); osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits(ds.get()); traits->width = 64; traits->height = 64; traits->pbuffer = true; // This probably is the offending line osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get()); } This problem is making my life difficult at the moment as I do not have a reliable way of doing a large amount of RTT. This method for doing RTT using a separate pbuffer context is subject to a memory leak. The other method using an ASBOLUTE_RF slave camera is also causing some troubles. I am working on a repro to illustrate the latter. I would appreciate any feedback on the above mentioned issue. Cheers, Fred ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39457#39457 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org