Hi
I pr a solution for VAO problems
https://github.com/openscenegraph/OpenSceneGraph/pull/677
plize give feedback
Cheers
Daniel Emminizer, Code... wrote:
> Hi Robert,
>
> Just got finished testing on my side. In the full application I'm seeing no
> problems, looks good all around. I agree all
> Behalf Of Robert Osfield
> Sent: Friday, August 17, 2018 4:03 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VAO Resource Leak in OSG 3.6.2
>
> Hi Dan,
>
> On Fri, 17 Aug 2018 at 07:04, Daniel Emminizer, Code 5773
> wrote:
> > Hi Robert, thanks for th
Hi Dan,
On Fri, 17 Aug 2018 at 07:04, Daniel Emminizer, Code 5773
wrote:
> Hi Robert, thanks for the update. I'm happy to test my side against whatever
> you decide, once I'm in the office.
I'm happy with what I've checked in, so now it's just a matter of wider testing.
Cheers,
Robert.
__
I have checked in a fix for the leaking of the VAS objects:
https://github.com/openscenegraph/OpenSceneGraph/commit/eee5d5482e41290e7c210273f8c6bae489cedb76
The solution was to call the releaseGLObjects(), but done in a way to
avoid a the Drawable destructor calling the
Geometry::releaseGLOb
day, August 16, 2018 1:33 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VAO Resource Leak in OSG 3.6.2
>
> Hi Dan et al.
>
> A quick update. I am now looking into this issue, sill too early to
> provide a solution, it shouldn
Hi Dan et al.
A quick update. I am now looking into this issue, sill too early to
provide a solution, it shouldn't take too much longer though.
Robert.
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Hi Dan,
I've just reached a mini milestone in my VSG Exploration work and
finished up my BOF presentation so I'm now kicking back a bit.
Tomorrow my plan is to dive back into the OSG maintenance side for a
day or two. In theory I have an hour left of work today, but feel
like relaxing more than t
sg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Guy Volckaert
> Sent: Monday, August 13, 2018 12:14 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] VAO Resource Leak in OSG 3.6.2
>
> Julien,
>
> Yo may want to verify if you have CACHE_NODES
Julien,
Yo may want to verify if you have CACHE_NODES enabled. If so, then you may
think there's a resource leak but in fact the scene graph leading to your
Geometry may be cached by OSG.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74511#74511
Just to clarify that my suggestion to change the Drawable's desructor is only
if there is indeed a GL object resource leak, which I'm not totally convinced
yet (by reviewing the code).
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74499#74499
I suggest that we remove Geometry::dirtyGLObjects() as it does nothing other
than call its base class, i.e. Drawable::dirtyGLObjects().
Code:
void Geometry::dirtyGLObjects()
{
Drawable::dirtyGLObjects();
}
I also noticed that the Drawable's destructor is calling a virtual fu
Got it. It's not necessarily a memory but a resource leak.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74497#74497
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Hi
Sorry to create confusion.
There IS a GL object leak, VAO are created but not deleted
But there's no observable memory leak as GL objects are driver managed
guyv wrote:
> I'm a little confused. Is there or is there not a memory leak?
Twirling twirling twirling towar
I'm a little confused. Is there or is there not a memory leak?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=74494#74494
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Hi all
Oups wrote too fast, no memory leak sorry..:/
I fix the leak with
Code:
Geometry::~Geometry()
{
// do dirty here to keep the getGLObjectSizeHint() estimate on the ball
dirtyGLObjects();
//tag for delete associated
for(unsigned int i=0; i<_vertexArrayStateList.size(); ++i)
A big old leak in memory too
Geometry destructor is never called for dynamically added!?
Daniel Emminizer, Code... wrote:
> Hi Robert,
>
> No problem. I'm out of "panic" mode since I found a work-around with the PR,
> so next week is just fine.
>
> Thanks for the PR feedback. Unfortunately I
k is going well. I'm watching the mailing list with
anticipation.
- Dan
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Friday, August 03, 2018 4:11 AM
> To: OpenSceneGraph Users
> Su
Hi Dan,
I'll be focusing on Vulkan work today so won't look into this right
away. Next week I'll set aside a day for OSG maintenance and
hopefully will be able to look at this then.
Robert.
On Thu, 2 Aug 2018 at 15:49, Daniel Emminizer, Code 5773
wrote:
>
> Hi Robert,
>
> I think I've found a r
Hi Robert,
I think I've found a resource leak in OSG 3.6.2. Attached is a contrived
sample application that demonstrates the behavior.
What appears to be happening is that the VAO is being created with
glGenVertexArrays(), but does not get deleted with glDeleteVertexArrays().
Using the open
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