Hi Enrico,

Enrico wrote:
 > Hi carsten,
 >
 > I did a bit of debug and here is what i found:
 > My pseudo code sounds like
 >
 > Node = dbTreeRoot->clone
 >
 > SceneRoot->addChild (Node);    -- memory raises about 2000K
 >
 > <Do stuff>
 >
 > For (int i=0;i<SceneRoot->getNchildren;i++)
 > sceneRoot->subChild(0)         -- memory lower about 500k
 >
 > Node = dbTreeRoot->clone
 > SceneRoot->addChild (Node);    -- memory raises about 2000K
 >
 > And so on
 >
 >
 > So I am leaking 1500K at every round. (obviously this value increases as the
 > model cloned raises in complexity).

hm, that doesn't sounds very good. Do you render in Do Stuff? What happens if 
you don't? I'm trying to see whether the lost memory is in OpenGL dlists that 
fail to be deleted, as the scene graphs refcounting has been working fine so 
far. If you're running on Linux, I'd recommend running the program through 
valgrind to find memleaks pretty reliably.

Yours

     Dirk

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