Re: [osg-users] memory leak with streaming texture

2008-05-09 Thread Jean-Sébastien Guay

Hello Alex,


can you give me the procedure to install quicktime plugins for window XP.

I try to generate the project with CMake and the quicktime sdk for 
windows, but the project did not generate. I used the QTMLClient.lib in 
the section QUICKTIME_LIBRARY.


I did this a while ago, with the QT 7.1 SDK, as is outlined on the page 
at the following link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins

"Download [this package] (or the QuickTime SDK from [this page]). 
Install it wherever you want, and then in CMakeSetup specify the 
...\QuickTimeSDK\CIncludes directory in QUICKTIME_INCLUDE_DIR, and 
...\QuickTimeSDK\Libraries\QTMLClient.lib in QUICKTIME_LIBRARY. 
Configure, Generate and build."


It was really that simple. But the QT SDK has probably bumped up a few 
versions since then, so perhaps there are some tweaks that need to be 
done to get it to work well now. I don't know.


Hope this helps,

J-S
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Re: [osg-users] memory leak with streaming texture

2008-05-09 Thread alexandre amyot murray
Hi,

can you give me the procedure to install quicktime plugins for window XP.

I try to generate the project with CMake and the quicktime sdk for windows,
but the project did not generate. I used the QTMLClient.lib in the section
QUICKTIME_LIBRARY.

thanks

Alex

2008/5/9 Robert Osfield <[EMAIL PROTECTED]>:

> Hi Alexandre,
>
> Doing a texture->setImage(image) will do unref the old image before
> assigning and ref'ing the new one, so memory management should work
> just fine.  The memory leak you are percieving is almost certainly not
> down to the core OSG code like Texutre::setImage.  I'd recommend that
> you double check you own code, and also how you are monitoring the
> memory leak, as sometime the memory tracking tools produce false
> positives.
>
> As a general comment, I'd also recommend use osg::ImageStream (as
> subclass from osg::Image) as a base for streamed images, the xine and
> quicktime plugins both have movie reading code that provide their own
> subclass from osg:::ImageStream so have a look at these for
> inspiration.
>
> Robert.
>
> On Fri, May 9, 2008 at 6:34 PM, alexandre amyot murray
> <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > please forgive my english...
> >
> > I'm developping an interractive application where people's movement
> affect
> > the content of a 3D scene. Somewhere in the appication, when people move,
> > planty of small insects appears and follow their hands. I modelized these
> > insects by a small square plane on wich I apply a sequence of PNG image
> to
> > give them life. I use texture rectangle to display the images. I made my
> own
> > class that manage the sequence of PNG images. So when I make a call to
> > MyOwnStreamingClass.getNextFrameToDisplay(), it returns me the next image
> to
> > display.
> >
> > To change the image of the textureRectangle of each insect, I do the
> > following :
> >
> > --   AInsectTextureRectangle.setImage(
> > MyOwnStreamingClass.getNextFrameToDisplay() );
> >
> > But this way, I got a memory leak. I tought that a call to
> texture.setImage
> > would delete the last image and replace it by the new one., but it don't
> > seems to.
> > So I try another way to change the image :
> >
> > --   osg::Image* nextImage = MyOwnStreamingClass.getNextFrameToDisplay();
> >
> > --   osg::Image* textureImage = AInsectTextureRectangle.getImage();
> > --   textureImage.setImage( ...,   ...,  nextImage .data(), ... );
> >
> > But it doesn't work either, in fact I got a runtime error this way.
> >
> > So I would like too know how I should proceed ?
> >
> > The PNG images are of size 40x40 and a sequence is made of 100 images. I
> can
> > have like 50 insects at the same time in the scene.
> >
> > Thanks in advance
> >
> > Alexandre
> >
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> >
> >
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Re: [osg-users] memory leak with streaming texture

2008-05-09 Thread Robert Osfield
Hi Alexandre,

Doing a texture->setImage(image) will do unref the old image before
assigning and ref'ing the new one, so memory management should work
just fine.  The memory leak you are percieving is almost certainly not
down to the core OSG code like Texutre::setImage.  I'd recommend that
you double check you own code, and also how you are monitoring the
memory leak, as sometime the memory tracking tools produce false
positives.

As a general comment, I'd also recommend use osg::ImageStream (as
subclass from osg::Image) as a base for streamed images, the xine and
quicktime plugins both have movie reading code that provide their own
subclass from osg:::ImageStream so have a look at these for
inspiration.

Robert.

On Fri, May 9, 2008 at 6:34 PM, alexandre amyot murray
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> please forgive my english...
>
> I'm developping an interractive application where people's movement affect
> the content of a 3D scene. Somewhere in the appication, when people move,
> planty of small insects appears and follow their hands. I modelized these
> insects by a small square plane on wich I apply a sequence of PNG image to
> give them life. I use texture rectangle to display the images. I made my own
> class that manage the sequence of PNG images. So when I make a call to
> MyOwnStreamingClass.getNextFrameToDisplay(), it returns me the next image to
> display.
>
> To change the image of the textureRectangle of each insect, I do the
> following :
>
> --   AInsectTextureRectangle.setImage(
> MyOwnStreamingClass.getNextFrameToDisplay() );
>
> But this way, I got a memory leak. I tought that a call to texture.setImage
> would delete the last image and replace it by the new one., but it don't
> seems to.
> So I try another way to change the image :
>
> --   osg::Image* nextImage = MyOwnStreamingClass.getNextFrameToDisplay();
>
> --   osg::Image* textureImage = AInsectTextureRectangle.getImage();
> --   textureImage.setImage( ...,   ...,  nextImage .data(), ... );
>
> But it doesn't work either, in fact I got a runtime error this way.
>
> So I would like too know how I should proceed ?
>
> The PNG images are of size 40x40 and a sequence is made of 100 images. I can
> have like 50 insects at the same time in the scene.
>
> Thanks in advance
>
> Alexandre
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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