[osg-users] Memory leak when using a pixel buffer to generate thumbnails
OpenSceneGraph Users
osg-users at lists.openscenegraph.org
Tue Jun 23 13:46:37 PDT 2020
Can you help me i'm confusing;ican't install osg;i have a vsiual studio
2015,PLEASE HELP ME
Le mar. 23 juin 2020 à 19:10, Robert Osfield <robert.osfield at gmail.com> a
écrit :
> I can;t say what the leak will be from the code supply but I can say that
> creating a dedicated viewer, rendering a frame, then destroying really
> isn't an efficient way to go about generating a thumbnail image. Rather
> than than debug a dubious approach I'd suggest you leave it and try another
> lighter weight approach.
>
> The best approach is something I can't say at this point as I don't know
> enough about your application and your needs for generating a thumbnail.
> Is it a one off activity, something you do offline, something that is done
> occasionally? How to go about things depends upon your usage case.
>
> As a general comment, creating an destroying objects on OpenGL and
> consequently the OSG is expensive. It's far better to create once and
> reuse, even if you don't reuse often.
>
> Also creating separate graphics context is very expensive, if you already
> have a graphics context then the best thing to do for offscreen rendering
> is to your a frame buffer object and render to texture. This way you can
> minimize the amount of new GL objects being created for the task, W.r.t
> running in a background thread, OpenGL isn't a multi-threaded API, you can
> only multi-thread with multiple graphics context with t a thread per
> context. It's only really suitable for mulitple GPU tasks. It's typically
> far better to just add the work to the standard frame and run it as part of
> your normal viewer.
>
> With the OSG you can toggle on/off render to texture by setting the
> NodeMask of an osg::Camera.
>
>
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