After rendering a 100 frame animation on my custom compile of the
Superpatch, I checked its report on memory leakage to see where the 16MB of
memory leakage came from. I found the following entries:
File:C:\Temp\workarea\SOURCE\Matrices.c Line: 986 Size:256
I think that this leakage occurs because the UV transform is not freed
when an object is deallocated. I haven't been able to find any references
to freeing UV transforms in the source code.
File:C:\Temp\workarea\SOURCE\Splines.c Line: 80 Size:12288
File:C:\Temp\workarea\SOURCE\Splines.c Line: 78 Size:8
I haven't had a chance to try tracking this one down.
File:C:\Temp\workarea\SOURCE\Normal.c Line: 563 Size:132
File:C:\Temp\workarea\SOURCE\Texture.c Line: 871 Size:116
I think these may be from my modifications to the superpatch that reduce
the memory used when you only specify part of a texture while texturing an
object, but I'm not sure yet.
File:C:\Temp\workarea\SOURCE\windows\pvbmp.c Line: 744 Size:1536
This one is in the official source as well. The fix is to add the lines
if(magic != NULL)
POV_FREE(magic);
to the end of "Open_BMP_File" just before the line "return 1;" (about line
771).
Mark
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