<div dir="ltr"><div><div><div>I checked with valgrind, and effectively I did not find any memory leak.<br></div><br></div>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).<br><br></div>My data (a point cloud) is actually 1GB (binary format). I thought the 2GB came from OSG or OpenGL driver keeping a copy of my data for some reason.<br></div><div class="gmail_extra"><br><div class="gmail_quote">2016-05-13 16:23 GMT+01:00 Alberto Luaces <span dir="ltr"><<a href="mailto:aluaces@udc.es" target="_blank">aluaces@udc.es</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I think some facts must be made clear:<br>
<br>
* You cannot control when the OpenGL driver releases the memory it<br>
claimed in a previous instant.<br>
<br>
* You cannot control when the operating system claims back the memory<br>
pages that a process requested, and in addition, many times it is<br>
simply not possible to do it due to memory fragmentation.<br>
<br>
* At most, what you can do is to check that your program is not leaking<br>
memory with a special tool, as the one I recommended (valgrind for<br>
CPUs, other tools for GPUs).<br>
<br>
System memory tools are completely unreliable for this specific purpose.<br>
<div class="HOEnZb"><div class="h5"><br>
Bruno Oliveira writes:<br>
<br>
> I tried removing the children with m_rootNode->removeChildren(0,<br>
> m_rootNode->getNumChildren());<br>
> but this results in some memory being still allocated.<br>
><br>
> After that, I move the mouse around a bit in the clean scene, and the<br>
> memory starts being freed. However, It never gets to the initial<br>
> value, there is always some memory floating around.<br>
><br>
> 2016-05-13 15:16 GMT+01:00 Alberto Luaces<br>
> <<a href="mailto:aluaces@udc.es">aluaces@udc.es</a>>:<br>
><br>
> Bruno,<br>
><br>
> if you read the source code, you will see that the LOD uses the<br>
> same<br>
> scheme for storing nodes as a Group: just a vector of ref_ptr that<br>
> will<br>
> be unallocated when destroyed.<br>
><br>
> Maybe you can place some breakpoints at the destructors on the<br>
> debugger<br>
> and see what is happening.<br>
><br>
> Bruno Oliveira writes:<br>
><br>
> > Thank you for your answer. However, since I'm using a LOD, I<br>
> think it<br>
> > is not properly removing my data. At least the memory is still<br>
> > allocated.<br>
> > If I manually iterate over all nodes and delete them by myself,<br>
> some<br>
> > memory is freed, but not all!<br>
> ><br>
> > 2016-05-13 14:58 GMT+01:00 Alberto Luaces<br>
> ><br>
> ><br>
><br>
><br>
> > Bruno Oliveira writes:<br>
> ><br>
> > > At some point I want to completely wipe out my scene. How can<br>
> I<br>
> > delete<br>
> > > all nodes?<br>
> ><br>
> > If you want to wipe a node and all its descendants, just delete<br>
> > the<br>
> > parent node. That is what reference counting is all about.<br>
><br>
> --<br>
> Alberto<br>
><br>
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><br>
><br>
><br>
><br>
<br>
--<br>
Alberto<br>
<br>
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</div></div></blockquote></div><br></div>