Re: [Flightgear-devel] OSG caching and other OSG issues

2012-04-01 Thread Mathias Fröhlich
Hi, I try to catch up on things past an other busy week. On Thursday, March 29, 2012 00:22:46 ThorstenB wrote: Mathias, maybe you can have a look at the simgear changes. Maybe you see a way to improve this even further - i.e. do we still need all these cache maps? Or could we simply rely on

Re: [Flightgear-devel] OSG caching and other OSG issues

2012-04-01 Thread ThorstenB
Am 01.04.2012 18:25, schrieb Mathias Fröhlich: If you work with weak pointers/observer_ptr you need to use the lock method. Ok, you're absolutely right. I wasn't aware of the lock method before, indeed it has to be used here. I'll push a change. Thanks for reviewing this! cheers, Thorsten

Re: [Flightgear-devel] OSG caching and other OSG issues

2012-03-28 Thread ThorstenB
Hi, I've pushed a fix for a larger memory issue, mainly affecting effects/texture images, but also other objects. Once loaded, these stuck in memory until shutting down flightgear - so memory consumption was continually growing when flying larger distances. Probably wasn't much of an issue

Re: [Flightgear-devel] OSG caching

2011-04-18 Thread Tim Moore
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB bre...@gmail.com wrote: On 16.04.2011 21:16, Anders Gidenstam wrote: If I'm not mistaken the particles issue has been around since we got particles, so it is apparently not that bad (leak and race condition) in practice. Ok, thanks! I've create a bug

Re: [Flightgear-devel] OSG caching

2011-04-17 Thread ThorstenB
On 16.04.2011 21:16, Anders Gidenstam wrote: If I'm not mistaken the particles issue has been around since we got particles, so it is apparently not that bad (leak and race condition) in practice. Ok, thanks! I've create a bug issue as a reminder, in case someone else noticed the issue some

Re: [Flightgear-devel] OSG caching

2011-04-17 Thread Durk Talsma
On 17 Apr 2011, at 18:10, ThorstenB wrote: The effect/texture mystery is also solved - alas - explained. There is a global cache in simgear/makeEffect.cxx (effectMap), and it has no condition to ever drop anything. So, created effects always stay in memory until shutdown - hence also

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread ThorstenB
Hi, had another look at memory consumption. The FG multiplayer (=AI) aircraft classes seem fine - they are created/removed as expected. But there are problems with some of our OSG-based simgear classes: they are never removed at run-time - hence memory is eaten up. Problems start at

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread Anders Gidenstam
On Sat, 16 Apr 2011, ThorstenB wrote: Another observation: I started an MP session at KSFO (lots of MP aircraft), then warped to the middle of nowhere (no MP aircraft). After about 30min I dumped the scene graph. Surprisingly, loads of osg::particles were still *in* the scene graph, referring

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread Anders Gidenstam
On Sat, 16 Apr 2011, Anders Gidenstam wrote: I think that is a different leak from the effects. IIRC each particle system is attached to the scene graph in (at least) two places: at the emitter's location in the graph and in a global vector of particle system updaters. IIRC they are never

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread Anders Gidenstam
On Sat, 16 Apr 2011, Anders Gidenstam wrote: My failed attempt to unlink the particle systems might provide some insight into that issue. The attempt is broken because the methods calls if (!Particles::getCommonRoot()-removeChild(item)) { or if

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread ThorstenB
On 16.04.2011 16:24, Anders Gidenstam wrote: On Sat, 16 Apr 2011, Anders Gidenstam wrote: Hmm.. I should have added that I looked at this in early September last year so it is not fresh in my memory. IIRC the current code already does the fundamentaly unsafe operation of adding items to a

Re: [Flightgear-devel] OSG caching

2011-04-16 Thread Anders Gidenstam
On Sat, 16 Apr 2011, ThorstenB wrote: Ok, thanks a lot Anders for these hints! I'll open a tracker issue for the particle issue - so we won't forget these details. Can you estimate on how bad this issue could get? Does it only mean a minor memory leak - or could it get really bad over time

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread thorsten . i . renk
You can say THAT again! I wonder if OSG people know that they should also throw out stuff from cache, not just put things in! I have been bold enough to use the CACHE_ALL for today's TGA multiplayer event ... at the end of the 6th hour or so, FG's memory usage reached 7.5GB, with the

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread Csaba Halász
On Wed, Apr 13, 2011 at 1:29 PM, thorsten.i.r...@jyu.fi wrote: I've got a stupid question - maybe someone who knows these things can educate me. If I do not use texture caching, textures are loaded from harddisk every time I need them, for each and every model. If I do use texture caching

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread Frederic Bouvier
You can say THAT again! I wonder if OSG people know that they should also throw out stuff from cache, not just put things in! I have been bold enough to use the CACHE_ALL for today's TGA multiplayer event ... at the end of the 6th hour or so, FG's memory usage reached 7.5GB, with the

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread ThorstenB
On 13.04.2011 13:46, Frederic Bouvier wrote: To reduce memory footprint caused by model caching, I added this code to the begining of the main function of fgrun : osgDB::Registry* registry = osgDB::Registry::instance(); registry-setExpiryDelay( 0. ); I suspect we can control the

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread Csaba Halász
On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB bre...@gmail.com wrote: * or it's all our fault, our leak alone - more or less unrelated to caching. I think the latter is (still) the case. I already posted some weeks ago that I was seeing loads of leaked objects. I managed to fix a few things at

Re: [Flightgear-devel] OSG caching (was: Texture cache)

2011-04-09 Thread Csaba Halász
On Sun, Apr 3, 2011 at 11:39 PM, Tim Moore timoor...@gmail.com wrote: On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote: I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching

[Flightgear-devel] OSG caching (was: Texture cache)

2011-04-03 Thread ThorstenB
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of

Re: [Flightgear-devel] OSG caching (was: Texture cache)

2011-04-03 Thread Torsten Dreyer
I've also been using CACHE_ALL since then - not seeing any problems. But I haven't checked memory consumption. So, what's the status about the OSG caching options, should we enable these? Tim? Me, too. I had a few coredumps with the 4-nvidia-cards, 8 monitors (multithreading=automatic) setup

Re: [Flightgear-devel] OSG caching

2011-04-03 Thread ThorstenB
On 03.04.2011 16:18, Torsten Dreyer wrote: Me, too. I had a few coredumps with the 4-nvidia-cards, 8 monitors (multithreading=automatic) setup since I had that enabled. I was not able to backtrace and blame it to the CACHING-Option, however. So this might just be a random correlation. In fact

Re: [Flightgear-devel] OSG caching (was: Texture cache)

2011-04-03 Thread Tim Moore
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote: Maybe someone could do some tests when changing the setting  (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to  CACHE_ALL (then recompile/install sg+fg). Would be interesting to know  how this changed loading