Erik, Very interesting ... I see that here, the initialization is called 5 times. Ahhh ... look in the constructer ... each time you construct a cloud layer, it initializes the layer states to NULL. (This is probably so that the check that the first layer state = NULL is valid.)
Thanks for catching this !!!! we were wasting a *lot* of texture memory. I'll massage the code a bit and commit a fix. Curt. Erik Hofman writes: > I have discovered that the cloud textures gets loaded 4 times to many, > adding about 25 Mb of unnecessary textures. But unfortunately I can't > find the reason for that and need some help. > > What happens is that in cloud.cxx the SGCloudLayer::rebuild() loads the > texture if they weren't loaded already. But somehow the layer_states[] > gets cleared after leaving this function! > > Try adding this test at the very beginning of the function to see that > the pointer gets lost every time the functions is called: > > cout << "layer_states[SG_CLOUD_OVERCAST] = " << > layer_states[SG_CLOUD_OVERCAST] << endl; > > But I have no idea why and where this happens. > :-( > > Does anybody have any idea? > > Erik > > > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities curt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel