Hi robert:
   Thanks for your reply.I tried to find the key this afternoon, and found that 
perhaps it's nothing to do with rtt camera.Maybe it's caused by improper 
LODScale settings in my osgearth app. I'll give a report if it's confirmed. 
   Thanks again.
  
  ------------------
  Failure is the mother of success.
 Wu Zhicheng


  
  

 

 ------------------ Original ------------------
  From:  "Robert Osfield";<[email protected]>;
 Date:  Tue, Nov 25, 2014 04:06 PM
 To:  "OpenSceneGraph Users"<[email protected]>; 
 
 Subject:  Re: [osg-users] Memory increasing when using rtt,any clues?

 

   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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