rick.van.haasen++at++philips.com
Date: 07/16/2003 02:12:55
Hi,
although i do agree with the comments on this issue,
if you do want delete textures you can use:
uint* img;
int comp, ns, nt, nr;
while(1)
{
tex = new pfTexture();
tex->load("file.rgb");
tex->getImage (&img, &comp, &ns, &nt, &nr);
pfDelete(img);
pfDelete(tex);
}
It looks clumsy but this is the only why i could prevent the memory leak.
Rick
------------------------------------------------------------------------------------------------
Rick van Haasen Philips Research
Laboratories Eindhoven
Building: WY8-48 Prof. Holstlaan 4
Phone: +31 40 2744357 5656 AA Eindhoven
Fax: +31 40 2744660 The Netherlands
E-mail: rick.van.haasen++at++philips.com
-------------------------------------------------------------------------------------------------
"Renteria, Jose (Cont,ARL/CISD)" <JRenteria++at++arl.army.mil>
Sent by:
owner-info-performer++at++holodeck.engr.sgi.com
09-07-2003 21:00
To: <info-performer++at++sgi.com>
cc: (bcc: Rick van Haasen/EHV/RESEARCH/PHILIPS)
Subject: [info-performer] Texture animation
Classification:
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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