On 16.04.2011 16:24, Anders Gidenstam wrote: > On Sat, 16 Apr 2011, Anders Gidenstam wrote: > > Hmm.. I should have added that I looked at this in early September last > year so it is not fresh in my memory. > > IIRC the current code already does the fundamentaly unsafe operation of > adding items to a STL vector (in the loader thread) while concurrent > traversals of the same vector are possible (by various parts of OSG > rendering). That is NOT SAFE but a lot less risky than deleting from an > STL vector with concurrent traversal (consider the most likely internal > representation of a STL vector to see why). Ok, thanks a lot Anders for these hints! I'll open a tracker issue for the particle issue - so we won't forget these details. Can you estimate on how bad this issue could get? Does it only mean a minor memory leak - or could it get really bad over time (maybe eat some gigabytes in a 6 hour TGA shift? :) ).
Not sure, but I guess the issues with "Effect" objects is probably worse than with particles. There's a larger number of Effect objects - and each is connected to a texture (.rgb/.png images) - which may occupy a lot of memory. Just by starting at KSFO, loads of KSFO terminal textures - and textures of 15 different MP aircraft immediately stick in memory... cheers, Thorsten ------------------------------------------------------------------------------ Benefiting from Server Virtualization: Beyond Initial Workload Consolidation -- Increasing the use of server virtualization is a top priority.Virtualization can reduce costs, simplify management, and improve application availability and disaster protection. Learn more about boosting the value of server virtualization. http://p.sf.net/sfu/vmware-sfdev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel