I also tried a separate memory leak tracker, but that doesn't report any leaks. I'll just leave it for now any go through everything again tomorrow if I have a chance (I have an 8 hour block of classes 10-6). Maybe something miraculous will happen... Otherwise I'm going to have to rewrite quite a bit of it.
OK, I just reorganized a large part of the scene graph engine. I made simple wrapper classes for all the resources (mesh and texture so far) to add an extra layer of abstraction. After doing all of this and fixing hundreds of other bugs I inadvertantly created, I now have a memory leak problem. DirectX is throwing allocIDs for every single object i use (the d3d obj, the device, etc.), so that doesn't help much.
I also tried a separate memory leak tracker, but that doesn't report any leaks. I'll just leave it for now any go through everything again tomorrow if I have a chance (I have an 8 hour block of classes 10-6). Maybe something miraculous will happen... Otherwise I'm going to have to rewrite quite a bit of it.
I also tried a separate memory leak tracker, but that doesn't report any leaks. I'll just leave it for now any go through everything again tomorrow if I have a chance (I have an 8 hour block of classes 10-6). Maybe something miraculous will happen... Otherwise I'm going to have to rewrite quite a bit of it.
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