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
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
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
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
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
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
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
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
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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
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
__
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
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
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
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
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
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
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