Thank you Wojtek for your help.
But as I see it's not so simple. In my program some objects in Update function
have ref count 2 but some(surprise, surprise) 1. And memory consumption growing
steadily and constantly. The interesting objects those that use vbo. If I set
all objects to use
Hi, Igor,
I got interested in this problem and checked your code by converting it to
pure osgViewer. Here are my observations:
I believe you do have circular reference. Your class Scene is a callback.
So RootNode points to callback but Scene callback points to RootNode. Hence
circular ref.
Here is simple project which reproduces this issue - RefCountTest
(https://bitbucket.org/OmegaDoom/osgrefcounttest)
It's a visual studio project with qt and osg. Not sure you are using windows
but the main code in scene.cpp. ref count checks inside
"Scene::operator()(osg::Node* node,
On Thu, 12 Jul 2018 at 17:59, Igor Spiridonov wrote:
> No, why would I have a circular reference?
The OSG doesn't generally leak unless you do something pretty odd, the
codebase is pretty heavily tested now.
So we can only guess as to what might be wrong. Circular references
is one
No, why would I have a circular reference? And yes, I'm aware that circular
references don't work with smart pointers. I will create a simple example which
reproduces this issue.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74328#74328
Hi Igor,
On Thu, 12 Jul 2018 at 16:24, Igor Spiridonov wrote:
> I have found the memory leak cause. Look like I don't understand how osg
> works.
> I have a root node and its child node. I add UpdateCallback to the root node
> and inside this callback i remove child nod's drawables and add
Hello Robert.
I have found the memory leak cause. Look like I don't understand how osg works.
I have a root node and its child node. I add UpdateCallback to the root node
and inside this callback i remove child nod's drawables and add another ones. I
check reference count before I remove them
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
Not really sure what you mean by memory leaks. If you don't want the cache to
cache any objects then disable it. This will have the trade off of having to
parse / upload a node every time you remove it and then re-add it.
--
Read this topic online here:
Hi.
I'm facing memory consumption increase If I remove and create new nodes every
frame. I don't have it if I use pools but this issue is nagging me anyway.
Memory consumption increases gradually and does't stop although visually a
scene looks ok and no lags. I have found this interesting
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