--- 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


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