Author Topic: Memory leak?  (Read 3956 times)

mcuma

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Memory leak?
« on: February 09, 2004, 10:25:49 PM »
I've noticed that when I would screw around with the 3D for a while, I'd start paging memory a lot. So, I did a little test...

I load Topofusion with about 60 MBs of DEMs, and display a pretty large chunk at 16M topo resolution (say 1.5x2 quads).

When started, Topofusion takes 190 MB (as per Windows task manager).
Then I switch to 3D - 216 MB, switch back to topo - 207 MB.
So, we gain 26 MB going to 3D and clean only 9 MB going back to 2D.

I keep switching to 3D and back to 2D,
232 MB - 223 MB
238 MB - 229 MB
244 MB - 236 MB
So, we grow by about 15 MB for each 3D on, again clean just 9 MB, leaving 6 MB behind.

then I move the map to see a different set of quads at each 3d switch
3d on - 3d off
254 MB - 245 MB
265 MB - 256 MB

We gain 18 MB, clean 9 MB leaving 9 MB behind.

When I did the same thing with a pretty zoomed up map (4M topo about 4x5 miles), the memory pattern was pretty much the same, so I have feeling it's somewhere in the 3d.

Anybody else notices this?

Just thought of making you aware of this, guess not a big deal for the beta now as things are being still polished. Memory bugs can be pretty hard to track.

Thanks,

MC

mcuma

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Memory leak?
« Reply #1 on: February 09, 2004, 10:38:02 PM »
One more test, trying to pin this down a bit more.

I keep the 3D on, move by 1/2 screen (right mouse drag) push r to rerender, and do this several times. The memory goes from 181 MB to 197 MB to 202 MB to 209 MB.

Same thing's happening when keep pushing a and then r (switch to aerial/combo and rerender).

Memory stays the same when change elevation exaggeration (o,p). So, guess there must be something with the scene bookeeping (I am pretty ignorant in 3d graphics apart from some basic ideas and generalization to problems I know about ;-)).

MC

Alan

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Memory leak?
« Reply #2 on: February 09, 2004, 11:32:24 PM »
Hey, thanks for pointing that one out.  Some intermediate data used to create the texture was being left around.  It will be fixed in the next beta.