Hi Nick, There isn't anyone else other than you can debug this one - you are the only one with your data and with your application code, you are the only one seeing this issue, we'd have to be omnipresent to be able to pinpoint what is wrong.
As I said the best thing you can do is run your application and your data within a debugger and then break it when it starts to consume memory/spin the CPUI. You might need to break/restart a few times to get a clear picture of where things are going amiis. Robert. On 9 January 2018 at 12:31, Trajce Nikolov NICK <[email protected]> wrote: > Thanks Robert, > > no circular reference since I am displaying that database in the viewer > nicely. Here is the struct (a bit odd but it is as is): > > Group > | > PagedLOD PagedLOD PagedLOD .... dozen of these > | > Quadtree (similar to VPB generated subtiles) > > I was thinking the visitor is reading all of these by reading all of these > PagedLODs without taking the account the range from the eyepoint. So while > debuging I tried this: > > struct MyIntersectionVisitor : public osgUtil::IntersectionVisitor > { > MyIntersectionVisitor(float range) > : IntersectionVisitor() > , _range(range) > { > } > > virtual void apply(osg::PagedLOD& plod) > { > if (getDistanceFromEyePoint(plod.getCenter(), true) < _range) > { > osgUtil::IntersectionVisitor::apply(plod); > } > } > > protected: > float _range; > }; > > but no luck. Is there a way to flush all the pending and loaded nodes from > the DatabasePager? > > On Tue, Jan 9, 2018 at 1:23 PM, Robert Osfield <[email protected]> > wrote: >> >> Hi Nick, >> >> This is really something you'd want to use a debug for - just run it >> and break the app before anything untoward happens. >> >> The code itself looks quite benign on a first reading, the only thing >> I can think of that might cause a memory issue would be if your scene >> graph had a circular reference in it so the traversal ends up in an >> infinite loop. >> >> Robert >> >> On 9 January 2018 at 12:12, Trajce Nikolov NICK >> <[email protected]> wrote: >> > hi Robert, Community, >> > >> > I have the following code in a loop against very large quadtree based >> > database. And this code is eating all the memory, progressively and then >> > the >> > system kills it . Any clue? >> > >> > Thanks a lot >> > >> > osg::ref_ptr<osgUtil::LineSegmentIntersector> picker; >> > osg::ref_ptr<osgUtil::IntersectionVisitor> iv; >> > >> > osg::Vec3d getHOT(const osg::Vec3d& position, >> > osgViewer::CompositeViewer& >> > viewer, osg::Vec3& normal, bool& valid) >> > { >> > osg::Vec3d result; >> > >> > osg::EllipsoidModel em; >> > osg::Vec3d up = em.computeLocalUpVector(position.x(), position.y(), >> > position.z()); >> > up.normalize(); >> > >> > osg::Vec3d s = position + up * 100; >> > osg::Vec3d e = osg::Vec3d(0, 0, 0); >> > >> > if (viewer.getView(0)->getSceneData()) >> > { >> > #if 1 >> > if (!picker.valid()) >> > { >> > picker = new osgUtil::LineSegmentIntersector(s,e); >> > iv = new MyIntersectionVisitor(RANGE); >> > } >> > picker->setStart(s); >> > picker->setEnd(e); >> > picker->getIntersections().clear(); >> > iv->setIntersector(picker); >> > iv->reset(); >> > iv->setUseKdTreeWhenAvailable(false); >> > >> > //iv->setLODSelectionMode(osgUtil::IntersectionVisitor::USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION); >> > viewer.getView(0)->getSceneData()->accept(*iv); >> > >> > if (picker->containsIntersections()) >> > { >> > osgUtil::LineSegmentIntersector::Intersections hitList = >> > picker->getIntersections(); >> > osgUtil::LineSegmentIntersector::Intersections::iterator hit = >> > hitList.begin(); >> > >> > result = hit->getWorldIntersectPoint(); >> > normal = hit->getWorldIntersectNormal(); >> > valid = true; >> > >> > return result; >> > } >> > #endif >> > } >> > valid = false; >> > >> > return result; >> > } >> > >> > -- >> > trajce nikolov nick >> > >> > _______________________________________________ >> > osg-users mailing list >> > [email protected] >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > -- > trajce nikolov nick > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

