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

2012-04-01 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 o

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 ini

[Flightgear-devel] OSG caching and other OSG issues

2011-05-03 Thread ThorstenB
On Mon, Apr 18, 2011 at 9:55 AM, Tim Moore wrote: > On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB wrote: >> 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 the

Re: [Flightgear-devel] OSG caching

2011-04-18 Thread Tim Moore
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB 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 issue as

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

2011-04-17 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

2011-04-16 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

2011-04-16 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

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 (!Particles::getC

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 remove

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, referr

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 simgear::Effe

Re: [Flightgear-devel] OSG caching

2011-04-15 Thread ThorstenB
On 13.04.2011 22:52, Csaba Halász wrote: > On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB wrote: >> I never ran FG for 6 hours with clouds& MP enabled though. But are we >> sure that the OSG cache itself really made a major difference now? > > Yes, pretty sure. I fly FG during the monthly TGA events,

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread Csaba Halász
On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB 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 the time > >

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

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, wit

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread Csaba Halász
On Wed, Apr 13, 2011 at 1:29 PM, 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 but my memory

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 exte

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 wrote: > On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB 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 options, should we enable these?

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

2011-04-03 Thread Tim Moore
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB 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

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 fa

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

[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. >