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Author Topic: Memory leak in create3dText?  (Read 767 times)
xx396
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« on: September 07, 2009, 05:05:53 AM »

Just to simplify what I'm seeing, all I'm doing is a thousand calls to scene CreateMeshBuilder, Create3dText on that mesh and then mesh destroy and the memory usage is going up and up. If I replace the Create3dText with, say CreateSphere, the memory is rock solid. FYI I've noticed this because I'm using an on screen clock/timer which gets updated every frame and I have to delete and recreate the mesh each time. Is there a better way?
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SylvainTV
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« Reply #1 on: October 10, 2009, 11:48:59 AM »

Well it's slow indeed.

What you could do is precreate a lot of small meshes.
One mesh for each digit. Duplicate the meshes if needed and display only the good ones.
You don't have to call Create3Dtext each time this way, just some times in the init.

Btw I have fixed the memory leak. Thanks!
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