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From: Daniele C. <dca...@in...> - 2007-02-08 11:58:58
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I found and resolved. Luckily there is the function "Q3Memory_StartRecording". I think it is important a little of documentation just for to know it exist. James Walker wrote: > Daniele Cavallini wrote: > >> It is a very useful function. >> I set Q3_DEBUG and I set "Q3Memory_StartRecording()" at start of >> application and I obtain a file like this: >> >> /========== START DUMP Fri Feb 02 18:15:06 2007 Q3Exit ========== >> InteractiveRenderer (033535EC) 2 >> Set (03353804) 1 >> Quesa:DepthBitsElement (033538DC) >> Quesa:Slab (03353A64) >> Quesa:Slab (03353ACC) >> Quesa:Slab (03353B34) >> Quesa:Slab (03353B9C) >> View (03354964) >> AttributeSet (03354A7C) 1 >> Win32DCDrawContext (03354B54) 1 >> ViewAngleCamera (03354C1C) 1 >> PhongIllumination (03354E0C) 1 >> LightGroup (03354E94) 1 >> AmbientLight (03354EFC) 1 >> PointLight (03354FBC) 1 >> FillStyle (0039FCD4) 1 >> InterpolationStyle (03354CC4) 1 >> BackfacingStyle (03354D2C) 1 >> OrderedDisplayGroup (033557C4) 1 >> DisplayGroup (03355E1C) 1 >> AttributeSet (03355EA4) 3 >> Myatt (03355F7C) >> Polygon (03356084) 1 >> AttributeSet (0335625C) 1 >> TriMesh (033566AC) 1 >> TriMesh (03356EEC) 1 >> Set (03356C44) 1 >> Quesa:IR:OptTriMeshCache (03356D1C) >> ========== END DUMP ==========/ >> >> Are all memory leak? >> > > The fact that no reference count is greater than 2 indicates that it is > not a serious leak, you probably just neglected to dispose all objects > before calling Q3_Exit. Furthermore, they are not all independent. For > example, once you stop leaking renderers, the Slab and DepthBitsElement > leaks will probably go away. > |