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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