From: Renteria, Jose (Cont,ARL/CISD) (JRenteria++at++arl.army.mil)
Date: 07/09/2003 12:00:27
Hi performer users,
My goal is to animate a series of textures (about 10,000 textures, about 5G) on a RAVE display. Given texture memory limitations, I would like to load textures and deallocate texure memory (e.g. delete 1,000 textures at a time after displayed). Is there any straight foward way of doing this.
If I do something as simple as:
while(1)
{
tex = new pfTexture();
tex->load("file.rgb");
pfDelete(tex);
}
Memory is never released and the simple example would eventually exhaust all memory and exit. How is memory released in this example???
As a result, I keep getting a KONA_DMAREAD error/warning and eventually the program is exited with a SIGCHILD error. I believe that this will be solved by releasing the texture memory allocated during a pfTexture load.
Thanks for any pointers.
Jose
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