Hi Wu,

There really isn't enough information for others to know what might be
amiss,  The only code you provide is how you create a single Camera, you
don't provide any information about how you use this, what type of point
the camera is.

The only things I can suggest is to look at the memory tracking tool you
are looking at, it may well be giving you false positives.

Robert.

On 25 November 2014 at 03:59, ttaw <[email protected]> wrote:

> Hi, all:
>   In my application, I set a rtt camera with a texture2d object attached
> whose size is 4096*4096, and then I called
> tex2d->getTextureObject(contextID) to obtain the texture. But as a
> result, the memory keeps increasing 60MB per second. It's an MFC program. I
> wonder if there's any point need pay attention to when using rtt camera? Or
> if anyone could give me clues? Is it possible that I modified some global
> settings unconsciously which causes this behavior?
>   By the way, in another console application with an rtt camera created
> using the same method, memory doesn't increase.
>   RTT creating code is as following:
>   camera = new osg::Camera;
>   camera->setReferenceFrame(ABSOLUTE_RF_INHERIT_VIEWPORT);
>   camera->seClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
>   camera->setClearColor(osg::Vec4(-1000,-1000,-1000,1.0));
>   camera->setViewport(0,0,texturesize, texturesize);
>   camera->setRenderOrder(PRE_RENDER);
>   camera->setRenderTargetImplementation(FRAME_BUFFER_OBJECT);
>   camera->attach(COLOR_BUFFER, heightMap);
>   camera->setAllowEventFocus(false);
>   camera->setCullingActive(false);
>   camera->setImplicitBufferAttachmentMask(0,0);
>
>   Thank you.
>
>  ------------------
>  Failure is the mother of success.
> Wu Zhicheng
>
>
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>
>
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