|
![](/i/fill.gif) |
Felbrigg wrote:
> I dont know the answer, but if you knock up a couple of scenes with
> multiple instances of each case you should be able to compare the stats in
> the messages window.
>
>
Yes, of course, I think I was probably not phrasing the question
quite right, I guess in general my question is "how do I conserve
memory?"
I have a scene with numerous (Scene contains 55767 frame level
objects; 3 infinite.) mesh2 objects and I was lead to understand
that a mesh2 object would be re-used. In fact the scene has only
some 40-odd distinct mesh2 objects with multiple copies
but I see the memory usage rocketing as the scene is parsed, so Iwas
wondering what I was doing wrong. The mesh2 objects all have a
texture_list section, I'm not trying to texture them individually,just
translate them. I am using Point_At_Trans on them as well.
--
Bill Hails
Post a reply to this message
|
![](/i/fill.gif) |