HI Igor, You don't provide enough information to know what might be causing the increasing in memory so we can't provide any specific guidance. In general the OSG's memory management is pretty solid, there are areas where data is cached either explicitly or implicitly due to restrictions due to the GL memroy model.
In the osgDB::FileCache but this is only associated with loading and reusing loaded models and is off by default so unless you have specifically enabled this and loading adding to the scene graph then removing from the scene graph. Then there is the OpenGL side, to rendering with OpenGL you have to create texture objects, buffer objects and display lists that are all cached within OpenGL driver memory, when you delete the corresponding scene graph objects these GL objects can't be deleted right away so the OSG caches them and then flushes these caches during the next frame. It does like flush in a lazy way though, and will attempt to reuse GL objects when you request new GL objects of the same size and format of the cached GL objects. This reuse of cached and waiting to be deleted GL objects really helps with performance for dynamic scene graphs. While this caching on the GL side can initially grow it's not a leak, it's just delayed clean up and it should stabilize after a while. Then there is bugs in your own program, or perhaps even issues with how you are measuring the "leak". We don't have your program in front of us, we don't have your data, or any of your tests results so basically can't really do anything more - you are the only with all the tools in front of you. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org