Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Alberto Luaces
Bruno Oliveira writes: > I am using Ubuntu's System monitor. > How can I measure it more accurately? A good tool is valgrind's massif (http://valgrind.org/docs/manual/ms-manual.html) -- Alberto ___ osg-users mailing list

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
I am using Ubuntu's System monitor. How can I measure it more accurately? 2016-05-13 13:08 GMT+01:00 Alberto Luaces : > Bruno Oliveira writes: > > > Hello, > > > > thank you for your answaer. However, that does not have any effect :( > > One thing you are not stating is how are

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Alberto Luaces
Bruno Oliveira writes: > Hello, > > thank you for your answaer. However, that does not have any effect :( One thing you are not stating is how are you measuring your memory consumption. Relaying on OS stats may not be precise enough since when one frees some memory block, OSes tend to not

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
Hello, thank you for your answaer. However, that does not have any effect :( 2016-05-13 11:13 GMT+01:00 Jannik Heller : > Hi, > > There may be some memory allocations left in the graphics driver. OSG does > all the OpenGL work from a background thread, so the memory used

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Jannik Heller
Hi, There may be some memory allocations left in the graphics driver. OSG does all the OpenGL work from a background thread, so the memory used by OpenGL can not be reclaimed immediately upon removing the node from the scene. Try calling frame() a few times and then see if your memory usage

[osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
Hello, I have spent a great deal of time trying to figure out OSG's memory management. I have a scene graph with several children (actually a LOD based on an octree). However, when I need to reset my scene (I just want to wipe ALL nodes from de scene and also wipe the memory), I use //