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I hadn't yet run an animation test... apparantly there's another spot where
I need to deallocate memory. I think I know where it is, now that I think
about it. POV's code is not too well documented, so things like this are
pretty easy to miss. Until I get it fixed, just render a few frames at a
time. ;-)
-Nathan
Mike wrote:
>
> I noticed that you don't the more I worked with it (and I peeked at the
> source hee hee). I bet it is an initialization problem, especially if
> you got some of those 'floating' globals like with radiosity and Daren's
> dispersion patch. It would probably be a good idea to create a
> deinitialize_photon_code struct and then add that to the section that
> executes the other other ones for lighting and radiosity whenever a
> render is stopped. I could probably handle something simple like that,
> so if I find something I'll let you know.
>
> I found a more serious problem when I was rendering an animation using
> photon mapping. It seems that the memory isn't being freed between
> frames, so about 1/3 through it sucked my resources dry and I had to
> reboot to get it back. I noticed that you wrote your own code for
> handling the memory allocation for the photon maps, so that probably
> needs some tweaking so it releases it in all cases.
>
> I'll probably post the animation somewhere soon. It's of a goldfish
> underwater, and it came out pretty cool, albiet short. :)
>
> -Mike
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