I am not sure if this has been asked before I tried a search on this forum but I think it is too specific so the search didn't come up with anything remotely close.
Anyway my question is is there a safeway to release osg::Image after it has been uploaded to the card or better say into it's memory space. Deconstructors of osg::Image are all protected so I don't know how you could actually tell it unless I write my own memory manager for it, which is possible (but I would rather like to avoid that).
The reason I ask is I've got quite a big volume stored in an osg::Image and I am running rather low on system resource memory the reason for that is it is actually kept twice in memory (the first time in osg::Image and the second time around due to OpenGL's / OS internal texture memory context mapping). So I rather would like to get rid of at least of one of them.
But I don't know when and how since I just recently restarted using OSG.
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the osg::Image object is referenced object and will be automatically deleted once the final ref count goes to 0. On the osg::Texture object you can specify if you want OSG to unref the image object after the image has been applied by using the method:
setUnRefImageDataAfterApply
I think that should be it.
Take care
Garrett
That is very handy to know.
Unfortunately it seems that none of the members in the osgVolume namespace expose this function (at least I couldn't find it), have something similar or are somehow related through inheritance to the osg::Texture class.
So I guess I have to look at the osgVolume code itself and find where it actually generates the 3D texture and add this line?
I am just slightly worried that this might cause unknown side effects!
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