Comments (7)
I added this to MaplyImageTexture in ImageTexture_private.h:
~MaplyImageTexture() {
image = NULL;
texID = NULL;
}
Memory use is substantially better, but it's still growing.
from whirlyglobe.
I ran into this myself the other day. The f48e7b8 commit should fix it.
If you grab the current develop tree, I've turned on OpenGL ES 2.0 support. If you're trying to ship something, you might want to turn it back off, which you can do like so:
[globeViewC setHints:@{kWGRendererOpenGLVersion: @(1)}];
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I tried with the latest development code, and interestingly, no difference in memory use (it's growing by hundreds of MB per minute). I also switch to OpenGL 1 because I was seeing artifacts on the globe, like black squares instead of map data.
I've set the sampleX/sampleY to 1 for the stickerDesc, since it was defaulting to 0 (I see in the chunk object, it should default to 8, but it gets overridden by the stickerDesc defaults, which are 'nothing'.
I'll keep looking into it.
On Jan 14, 2013, at 12:08 PM, Steve Gifford [email protected] wrote:
I ran into this myself the other day. The f48e7b8 commit should fix it.
If you grab the current develop tree, I've turned on OpenGL ES 2.0 support. If you're trying to ship something, you might want to turn it back off, which you can do like so:
[globeViewC setHints:@{kWGRendererOpenGLVersion: @(1)}];—
Reply to this email directly or view it on GitHub.
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Are you sure you need to be using stickers? If you're setting sampleX/Y to 1, that's basically a marker.
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I intend to use the GroundOverlay data from KML files overlaid on the globe. It seemed that stickers were a good choice, should I consider markers instead? I was asking what the optimal value for sampleX/sampleY was, I had initially set it to 256, then thought that might be overkill.
On Jan 14, 2013, at 2:01 PM, Steve Gifford [email protected] wrote:
Are you sure you need to be using stickers? If you're setting sampleX/Y to 1, that's basically a marker.
—
Reply to this email directly or view it on GitHub.
from whirlyglobe.
Ah, that's a good use for stickers, yes.
10x10 should be all right. It really depends on how much of the earth they cover. I should break them down adaptively, but I haven't encountered the need yet.
If you're seeing memory usage increase, it's probably because the textures aren't being deleted. I'm using this on a client project and I've merged those changes back into the main tree, but I don't have a good test for them yet.
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I've got a test for stickers and I'm not seeing a problem with memory at this point. Reopen this issue if you're still seeing the problem.
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