[osg-users] VAO Resource Leak in OSG 3.6.2

Julien Valentin julienvalentin51 at gmail.com
Mon Aug 6 14:55:09 PDT 2018


Hi all
Oups wrote too fast, no memory leak sorry..:/

I fix the leak with 

Code:
Geometry::~Geometry()
{
    // do dirty here to keep the getGLObjectSizeHint() estimate on the ball
    dirtyGLObjects();
    //tag for delete associated 
    for(unsigned int i=0; i<_vertexArrayStateList.size(); ++i)
    {
        VertexArrayState* vas = _vertexArrayStateList[i].get();
        if (vas) vas->release();
    }
    // no need to delete, all automatically handled by ref_ptr :-)
}


But don't know if it's the good place



mp3butcher wrote:
> A big old leak in memory too
> Geometry destructor is never called for dynamically added!?
> 
> 
> Daniel Emminizer, Code... wrote:
> > Hi Robert,
> > 
> > No problem.  I'm out of "panic" mode since I found a work-around with the PR, so next week is just fine.
> > 
> > Thanks for the PR feedback.  Unfortunately I'm unavailable all next week.  I'm happy to retest any fix you have once I'm back.
> > 
> > I hope Vulkan work is going well.  I'm watching the mailing list with anticipation.
> > 
> > - Dan 
> > 
> > 
> > 
> > > -----Original Message-----
> > > From: osg-users [mailto:] On
> > > Behalf Of Robert Osfield
> > > Sent: Friday, August 03, 2018 4:11 AM
> > > To: OpenSceneGraph Users
> > > Subject: Re:  VAO Resource Leak in OSG 3.6.2
> > > 
> > > Hi Dan,
> > > 
> > > I'll be focusing on Vulkan work today so won't look into this right
> > > away.  Next week I'll set aside a day for OSG maintenance and
> > > hopefully will be able to look at this then.
> > > 
> > > Robert.
> > > On Thu, 2 Aug 2018 at 15:49, Daniel Emminizer, Code 5773
> > > <> wrote:
> > > 
> > > > 
> > > > Hi Robert,
> > > > 
> > > > I think I've found a resource leak in OSG 3.6.2.  Attached is a contrived
> > > > 
> > > sample application that demonstrates the behavior.
> > > 
> > > > 
> > > > What appears to be happening is that the VAO is being created with
> > > > 
> > > glGenVertexArrays(), but does not get deleted with glDeleteVertexArrays().
> > > Using the open source API Trace, I can see that on exit it does destroy some
> > > VAO, but not (nearly) all of them.
> > > 
> > > > 
> > > > I'm investigating now for a solution, but I'm not very familiar with this part
> > > > 
> > > of OSG.  I'm passing this along now in case you see an obvious solution.
> > > Thanks,
> > > 
> > > > 
> > > > - Dan
> > > > 
> > > > 
> > > > _______________________________________________
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> > > > 
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> > > > 
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> > 
> >  ------------------
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------------------------
Twirling twirling twirling toward freedom

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