Strange memory leak

Blitz3D Forums/Blitz3D Programming/Strange memory leak

Fader(Posted 2003) [#1]
Hi.
I was doing a test using the AvailVidMem() function. I created a sphere and texture it about 50 times in a loop while printing out the AvailVidMem(). No loss in memory. However, when the camera was pointed at the sphere, there was a memory loss. Seems like I can create meshes out of the camera view and remove them with no memory loss. But when meshes are in view...there is a loss.

Any ideas what is going on?

Thank you,
Fader


darklordz(Posted 2003) [#2]
Meshes out of view are simply not rendered.... so no vid mem is getting usded....


Rottbott(Posted 2003) [#3]
You'd think they'd still be on the card though even if they aren't being used in that particular frame. Otherwise you have to use AGP bandwidth sending meshes across it every time you render them. So it sounds a bit odd.


Koriolis(Posted 2003) [#4]
Chances are the texture was simply not sent to the card until the first time it's displayed on screen. Once sent, it will stay in the card memory as long as there is enough memory for all the textures.