Will do.

Just to quantify what we seeing, we now have an application that takes
up 1GB with 600MB used for OSG::Image objects that are not needed
after they get uploaded. We will try to fis it up.

-Allen

On Tue, Mar 17, 2009 at 12:01 PM, Dirk Reiners <[email protected]> wrote:
> I would keep the image around, just clear the data.
>
>
>
> On Mar 17, 2009, at 9:17, Aron Bierbaum <[email protected]> wrote:
>
>> Does anyone have any more thoughts on how to approach this problem? We
>> started working on a simple solution that just uses a
>> freeImageAfterUpload flag but ran into some difficulty because it
>> appears the current code tries to access to OSG::Image for other
>> parameters such as dimension etc after we would have freed it. I will
>> be working more on the today so if anyone has ideas please let me
>> know.
>>
>> Thanks,
>> Aron
>>
>> On Wed, Dec 31, 2008 at 3:50 PM, Allen Bierbaum
>> <[email protected]> wrote:
>>> On Wed, Dec 31, 2008 at 8:14 AM, Gerrit Voss <[email protected]
>>> > wrote:
>>>>
>>>> Hi,
>>>>
>>>> Allen Bierbaum wrote:
>>>>> Any ideas on this one.  I looked into it a bit and the behavior I
>>>>> am
>>>>> thinking about is something like this:
>>>>  >
>>>>>
>>>>> - After texture has been bound, the system automatically sets
>>>>> image to NullFC
>>>>> - This frees the image fc memory
>>>>> - The code detects that the system was the one that set the image
>>>>> to
>>>>> NullFC and checks if the "allow null flag" is set. If so, it goes
>>>>> about it's merry way.
>>>>>
>>>>> This means that even if the flag is set, if the user sets NullFC,
>>>>> the
>>>>> system does it's normal behavior of unbinding the texture.
>>>>>
>>>>> Before I put time into implementing this though, does this behavior
>>>>> make sense and do people think it would be valuable in OpenSG? (ie.
>>>>> will a patch be accepted)
>>>>
>>>> I'm a little bit sceptical that we can get away with a simple
>>>> solution
>>>> like this. E.g. it will break for cluster and par drawing
>>>> environments.
>>>> And I see it breaks your lod stuff as you will unload the textures
>>>> when switching LOD's but as you already destroyed the image you
>>>> won't be able to reload them if you ever need a particular LOD
>>>> again.
>>>
>>> Agreed.  I don't propose to know how to make this work in the general
>>> purpose case for all uses.  Thus I don't think it should be enabled
>>> by
>>> default.  I think it only makes sense for users that know exactly how
>>> the application will behave and are acting accordingly.
>>>
>>> If anyone has a smart idea for how to handle cluster and parallel
>>> rendering, I am all ears, but in the meantime I am just looking for
>>> something to allow our application to run without churning through
>>> all
>>> the memory in the system. :)
>>>
>>> -Allen
>>>
>>>> I'm tossing things around just now.
>>>>
>>>> kind regards
>>>>   gerrit
>>>>
>>>>
>>>>
>>>>
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