Hello Carsten,
Carsten Neumann <[email protected]> schrieb am 17.06.2009 17:40:31:
> Another thing that might grow, is change lists, but I think you take
> care of clearing them already, right?
Yes, they are cleared every render loop / synchronization.
> So, in summary I don't think you are leaking containers, but perhaps
> some other datastructure (that may well be part of OpenSG). On linux I'd
> recommend running your application under valgrind, for windows I'm not
> sure what/if other tools can be used.
The build in leak detection from VS2008 (_CrtDumpMemoryLeaks() etc.)
implies that there are living OpenSG nodes, the printout is not very
helpful. I'll take a closer look.
> > ChunkMaterialPtr mOSGMaterial =
ChunkMaterialPtr::dcast(node->getCore());
> > beginEditCP(mOSGMaterial);
> > while (mOSGMaterial->getChunks().size() > 0)
> > {
> > StateChunkPtr chunk = mOSGMaterial->getChunks()[0];
> > TextureChunkPtr tex_chunk = TextureChunkPtr::dcast(chunk);
> > if (tex_chunk != NullFC)
> > {
> > beginEditCP(tex_chunk->getImage());
> > tex_chunk->getImage()->clearData();
> > endEditCP(tex_chunk->getImage());
> >
> > beginEditCP(tex_chunk);
> > tex_chunk->setImage(NullFC);
> > endEditCP(tex_chunk);
> > }
> > mOSGMaterial->subChunk(chunk);
> > }
> > endEditCP(mOSGMaterial);
> >
> > beginEditCP(node);
> > node->setCore(NullFC);
> > endEditCP(node);
>
> ok. have you tried just calling subChunk() for each chunk in the
> material (together with a fix I committed on Sunday that should be
> sufficient) ?
I got the latest version from CVS, the problem is still there. Or do you
mean calling subChunk() on a different place (because above I call
mOSGMaterial->subChunk(chunk))?
Thanks again
Marc
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