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 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org