--- till busch wrote: > hi > > since i'm already much into memory-stuff i'll add my 2 cents... > > On Sunday 27 January 2008, Curtis Olson wrote: > > ... > > Would it be possible to > > compute the locations of the trees when the tile is loaded (in the load > > thread) and always have these structures available when needed? Now that we > > can have such wide tree coverage, we'll be burning the memory for these > > structures anyway. > > from my first research it seems like we are burning *lots* of memory for the > trees. enabling trees results in about 137 mb of aditional allocations. with > trees, valgrind reports 818 mb of allocations. > > this count is the figure i get from starting fg, waiting for the scenerey to > be loaded and letting it run for another 10 frames before exiting with > fgOSExit(0). > > also it is important to note that the figure shows all memory that is being > allocated (on the heap, as far as i can tell). so it also shows temporary > allocations. > > i don't have the time to dig deeper here right now. i just wanted to make > these firures visible for those concerned. > > also note that this is with the first tree implementation > (one-texture-version), i haven't tried the current one yet.
The current patch is a bit better for memory usage IIRC, but it is still quite hefty - a side-effect of generating all the trees at once for the tile. -Stuart __________________________________________________________ Sent from Yahoo! Mail - a smarter inbox http://uk.mail.yahoo.com ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel