3Dmember.image 2004-02-11 - By NoiseCrime
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-- -- Original Message -- -- From: "Alex da Franca" <da.Franca@(protected)>
> 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 ??)
I think Danny spotted it first, but I was a close second ;)
> 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).
Its caused by a memory leak and affects DX7 and DX5 in win98 only AFAIK. OpenGL may not have the leak, but has a different problem in that it uses the openGL software renderer which can result in a different image than expected.
As its a memory leak you are correct in assuming that the default rect has an impact on the number of calls you can make before this happens. The larger the rect the quicker you'll run out of memory.
> 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 ??
The only alternative is to use the offscreen buffer technique, and set the w3d directtostage to off, then grab the image of the stage. This can be done in SW by hiding the w3d off the boundaries of the html drc width/height or in a projector by using a MIAW.
I've done this in several demo's on my website e.g. shadow mapping. The good news is if the rect is reasonably small its actually faster than using the image!
Noisecrime 2004
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