Thanks for your input. I've upgraded from OSG 2.9.8 to 3.0.1 and the issue 
seems to be gone...


-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip Arlet
Sent: December-12-11 3:56 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Texture image memory leak issue

Hi,

if you check your program on memory leaks (for example with visual leak 
detector) and don't find any leaks, it's probably fine.

The problem is in memory management. There are many things that can cause 
increasing memory:
1) Creating any type of object or buffer on GPU is slow operation, so osg 
recyclates them.
2) Acquiring memory from OS is slow operation. c++ library is usually very 
hungry and call of delete doesn't have to return memory to OS.
3) fragmentation - you can only get whole memory pages. If you allocate 
something persistent in page, you cannot return it and this is something you 
can't solve without custom heap only for your 3D texture.
4) when you do huge allocation request, it's very likely that you can do it 
again, so OS or C++ library can optimalize next request.

Cheers,
Filip

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44334#44334





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