Problem:
The Windows version of beta 10 does not appear to free all memory used to
render a scene when the scene is completed. The end result is that
pvengine consumes increasing ammounts of memory the more renders it
performs. While this problem does not appear to be scene specific, the
amount of memory retained by pvengine is proportional to the complexity of
the scene.
Note that this does not seem to be a case of lazy heap shrinking on behalf
of the C runtime libraries. Memory leaked in previous renders is not
reused in the next render; the memory requirements to render subsequent
scenes increase by approximately the same ammount as was leaked in prior
renders.
Test platform:
Intel compile tested on a P3-866 running Win2K. Memory figures are from
Task Manager.
How to duplicate:
Repeatedly render a single scene at the same resolution and use a memory
monitoring tool (e.g. Task Manager) to note the amount of memory used by
pvengine during and after each render. The memory statistics in Pov's
output will not show evidence of this problem; an external memory tool must
be used.
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