Hello Marc,

Marc Hofmann wrote:
> Carsten Neumann <[email protected]> schrieb am 17.06.2009 17:40:31:
>  > 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.

hm, perhaps it is detecting the prototypes? They are excluded from the 
list you get with printOSGInstances(), as well as all objects created 
before setting fcStoreSize.

>  > > 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))?

sorry, I was a bit vague there, what I meant is: have you tried to 
simplify the above loop to only contain mOSGMaterial->subChunk(chunk), 
so that you do not have to look into the TextureChunk yourself?

        Cheers,
                Carsten

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