[osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
Hello, I have spent a great deal of time trying to figure out OSG's memory management. I have a scene graph with several children (actually a LOD based on an octree). However, when I need to reset my scene (I just want to wipe ALL nodes from de scene and also wipe the memory), I use // Clear

Re: [osg-users] Object from LUA Script

2016-05-13 Thread Robert Osfield
Hi Matus, The object passed back is a IntValueObject, see include/osg/ValueObject header for its definition. You can cast to this type and then access the Int. Robert On 12 May 2016 8:50 a.m., "Matus Gabriska" wrote: > Hi, > > I have problem with extracting value from osg::Object instance retu

Re: [osg-users] Pixel size

2016-05-13 Thread Robert Osfield
Hi Clement, The osgVolume::Locator that you assign to the ImageLayer and VolumeTile positioning the unit cube of the texture into object space. Robert. On 12 May 2016 at 08:23, wrote: > Hi, > > > I have a question about pixel size in volume rendering. Is current pixel > size 1 x 1 x 1? If t

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Jannik Heller
Hi, There may be some memory allocations left in the graphics driver. OSG does all the OpenGL work from a background thread, so the memory used by OpenGL can not be reclaimed immediately upon removing the node from the scene. Try calling frame() a few times and then see if your memory usage dec

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
Hello, thank you for your answaer. However, that does not have any effect :( 2016-05-13 11:13 GMT+01:00 Jannik Heller : > Hi, > > There may be some memory allocations left in the graphics driver. OSG does > all the OpenGL work from a background thread, so the memory used by OpenGL > can not be r

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Alberto Luaces
Bruno Oliveira writes: > Hello, > > thank you for your answaer. However, that does not have any effect :( One thing you are not stating is how are you measuring your memory consumption. Relaying on OS stats may not be precise enough since when one frees some memory block, OSes tend to not return

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Bruno Oliveira
I am using Ubuntu's System monitor. How can I measure it more accurately? 2016-05-13 13:08 GMT+01:00 Alberto Luaces : > Bruno Oliveira writes: > > > Hello, > > > > thank you for your answaer. However, that does not have any effect :( > > One thing you are not stating is how are you measuring your

Re: [osg-users] Clear scene data and underlying memory structures

2016-05-13 Thread Alberto Luaces
Bruno Oliveira writes: > I am using Ubuntu's System monitor. > How can I measure it more accurately? A good tool is valgrind's massif (http://valgrind.org/docs/manual/ms-manual.html) -- Alberto ___ osg-users mailing list osg-users@lists.openscenegrap

[osg-users] Remove all LOD children

2016-05-13 Thread Bruno Oliveira
Hello, Sorry to bother again. I think this is somwhat a different topic from my previous post. I am using a LOD based node, with several gourps/LODs. At some point I want to completely wipe out my scene. How can I delete all nodes? This is my code. I think it still leaves some nodes floating. v

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Alberto Luaces
Bruno Oliveira writes: > At some point I want to completely wipe out my scene. How can I delete > all nodes? If you want to wipe a node and all its descendants, just delete the parent node. That is what reference counting is all about. -- Alberto __

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Bruno Oliveira
Thank you for your answer. However, since I'm using a LOD, I think it is not properly removing my data. At least the memory is still allocated. If I manually iterate over all nodes and delete them by myself, some memory is freed, but not all! 2016-05-13 14:58 GMT+01:00 Alberto Luaces : > Bruno Ol

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Alberto Luaces
Bruno, if you read the source code, you will see that the LOD uses the same scheme for storing nodes as a Group: just a vector of ref_ptr that will be unallocated when destroyed. Maybe you can place some breakpoints at the destructors on the debugger and see what is happening. Bruno Oliveira wri

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Bruno Oliveira
I tried removing the children with m_rootNode->removeChildren(0, m_rootNode->getNumChildren()); but this results in some memory being still allocated. After that, I move the mouse around a bit in the clean scene, and the memory starts being freed. However, It never gets to the initial value, there

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Alberto Luaces
I think some facts must be made clear: * You cannot control when the OpenGL driver releases the memory it claimed in a previous instant. * You cannot control when the operating system claims back the memory pages that a process requested, and in addition, many times it is simply not possi

Re: [osg-users] Remove all LOD children

2016-05-13 Thread Bruno Oliveira
I checked with valgrind, and effectively I did not find any memory leak. The OS System Monitor (Ubuntu, as I said) consistently presents double the memory valgrind does (e.g., System Monitor says the app is using 2Gb, while valgrind states it is 1GB). My data (a point cloud) is actually 1GB (bina

Re: [osg-users] Using multiples texture for a geometry

2016-05-13 Thread Florian GOLESTIN
Hi Björn, Texture Atlas! That was what I've in mind, I though I could use multiples image files. This feeling when you worked hard on a subject and now it become clear! :) Thank you all for your help! Florian -- Read this topic online here: http://forum.openscenegraph.org/vi