3Dmember.image 2004-02-11 - By Danny Kodicek
Back Hi, Alex
I'm afraid to say that I never found a solution to this. I know that NC studied it rather more extensively, but I'm pretty sure he didn't find a solution either. It's a pain. Changing the defaultrect does help, but not entirely. I'm pretty sure that even putting the cast member on stage non-dts and taking the stage.image can cause problems.
The only other thing I can think of that could conceiveably make a difference would be to navigate from time to time to a frame that doesn't display the 3d member. Maybe that might flush the memory.
Danny
-- -- Original Message -- -- From: "Alex da Franca" <da.Franca@(protected)> To: "dir3D" <dir3d-l@(protected)> Sent: Wednesday, February 11, 2004 7:14 AM Subject: [Dir3d-l] 3Dmember.image
Hi all,
I remember issues with grabbing the image of a DX7 (?) rendered 3-D member repeatedly. I think it was Danny at that time having problems with it (or Lucas or NC ??)
anyway some of you know what issue I am talking about.
like you sometimes get 0 as result of grabbing the image of a sw3d member, which may have the same reason, after quite some operations (in my case 170, but I think it is related to the dimension of the defaultrect). if the defaultrect, and thus the resulting image object, is too big it fails directly from the beginning. and still worse: I managed to crash the graphic card driver completely, since it seems to me, that there is some kind of VRAM leak, when grabbing the image of a sw3d member.
can anybody else confirm these findings ?
and more important: is there anything I can do to prevent the VRAM leak, when grabbing the image or is w3dmember.image.duplicate() just unusable ??
I need it very badly, since it seems to be the only way to get my 3D still image antialiased in a way, that is comparable to viewpoint, which the client used until now and isn't willing to go below that quality.
please tell me there is a way to prevent this leak and the resulting crash or 'image = 0' thingi !
Danny ?? Lucas ??
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