Hi Enrico,
Enrico wrote:
> Hi dirk and all opensg users,
>
> i have a small question for ya:
> I keep a small library of osg::nodeptr which I never display on screen.
> I just keep 'em as a database to be cloned as I need one instance of them
> to be displayed.
> I expect that when I call for a node->clone, the memory allocated won't jump
> Up too much as, if I am not misunderstood, most of the display lists are
> shared.
Node::clone just forwards to osg::cloneTree, which builds a copy of the
source tree that shares its NodeCores with the original, i.e. you get a
new set of Nodes, but the cores are the same.
> On the contrary, everytime I select a node for cloning and add to the scene,
> my app's memory raise as if I've deep cloned the node.
Does this happen everytime or just the first time adding a cloned node
to the scene, i.e.:
NodePtr sceneRoot;
NodePtr dbNode; // a node in your "database"
NodePtr dbClone1 = dbNode->clone();
sceneRoot->addChild(dbClone1); // first add
// ...
sceneRoot->subChild(dbClone1); // dbClone1 dies here. refCount == 0
// ...
NodePtr dbClone2 = dbNode->clone(); // new clone of same node
sceneRoot->addChild(dbClone2); // second add
Does the memory consumption raise again upon second add ?
> Now here is my doubt:
>
> If I clone a node that I've never added to the scene (so I guess it's refCP
> is still zero)
Yes, a freshly cloned node has a ref count of zero.
> Instead of being cloned is it deep cloned?
No.
Hope it helps,
Carsten
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