<div dir="ltr"><div>OK, I understand that. I do that because I own the data pointer I'm sending, and I am totally sure I am freeing it. However, some other copy remains anywhere, and I don't have access to it.<br><br></div>If I delete the osg::Group where I am attaching images and re-add the same imgaes, no more memory is allocated, so it is using the same buffers somehow, but I can't force it to free the memory when I want to<br></div><div class="gmail_extra"><br><div class="gmail_quote">2016-04-13 7:21 GMT+01:00 Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<div>Hi Bruno,<br>
</div><span class="">
<blockquote type="cite">
<div dir="ltr">
<div>
<div>Hello, <br>
<br>
</div>
I am creating an image from custom data pointer as follows,
however, this does not result in freeing my memory after I
delete the node and texture. How could this be?<br>
<br>
image->setImage(src->tileSize(), src->tileSize(),1,<br>
GL_RGBA8,<br>
GL_RGBA,<br>
GL_UNSIGNED_INT_8_8_8_8_REV,<br>
src->tileGridCoords(col,
row).m_data.data(),<br>
osg::Image::NO_DELETE);<br>
</div>
</div>
</blockquote></span>
You are telling OSG that you handle the memory yourself by stating
NO_DELETE.<br>
So basically you're responsible to delete it. <br>
<br>
Cheers<br>
Sebastian <br>
<blockquote type="cite"><span class="">
<div dir="ltr">
<div><br>
// Setup texture<br>
osg::ref_ptr<osg::Texture2D> texture = new
osg::Texture2D;<br>
texture->setImage(image.get());<br>
<br>
// Avoid background border between tiles<br>
// <a href="http://stackoverflow.com/questions/19611745/opengl-black-lines-in-between-tiles" target="_blank">http://stackoverflow.com/questions/19611745/opengl-black-lines-in-between-tiles</a><br>
texture->setWrap(osg::Texture::WRAP_S,
osg::Texture::CLAMP_TO_EDGE);<br>
texture->setWrap(osg::Texture::WRAP_T,
osg::Texture::CLAMP_TO_EDGE);<br>
<br>
texture->setInternalFormatMode(osg::Texture2D::USE_S3TC_DXT1_COMPRESSION);<br>
texture->setUnRefImageDataAfterApply( </div>
<br>
</div>
<br>
<fieldset></fieldset>
<br>
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</blockquote>
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