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OpenGL OpenGL leaking memory?

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I just checked in the taskmanager and there I could see that my graphics engine increase 4kb of memory every second. But I can't find any code of mine that leaks (I have no new/delete in render loop). I comment out almost everything in the renderloop so now it looks like this:
void CEngineCore::execute()
{
	MSG msg;
	while(1)
	{
		if(PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);

			if(msg.message == WM_QUIT)
				break;
		}
		else
		{
			// Render a single frame
			drawFrame();
		}
	};
}

// This is all I have in drawFrame, the rest is commented out.
void CEngineCore::drawFrame()
{
	// Start new frame
	m_pSurface->beginFrame();


	// ... code here commented out

	// end frame
	m_pSurface->endFrame();
}

void CWindowSurfaceGL::beginFrame()
{
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

void CWindowSurfaceGL::endFrame()
{
	SwapBuffers(m_hDC);
}

This is all my engine does in the renderloop but still it increase the memory with 4kb it takes every second. if I comment out beginFrame() and endFrame() it doesn't eat my memory.

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I once had a very dumb OpenGL memory leak: everytime I drew a texture, I uploaded it again to video memory (while it already was in there). After a while memory got full because the same texture was many many times in there, and it became extremely slow, then crashed. Make sure you don't do this same mistake :)

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I havn't implemented textures yet, just restarted on my new engine. the only thing I draw that I have commented out is a vertexarray with 3 vertices defining a single triangle, no texture and no lights

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No I don't create the VA every frame.. once at startup (made that mistake once before)

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I had the same problem at work some times ago. The memory used by our application was slowly growing over time. We found out that simply calling glClear(0) after swapping buffers was solving the problem. However we didn't call glClear anywhere else, so I don't know if it can help you.

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sebarnolds > Thank you. it works for me too, adding a glClear(0); after SwapBuffers(m_hDC); in endFrame() function results in a no memory leak

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Glad it helped you.

Now if anybody has an explaination to this, I'm willing to hear it because I don't understand why there is a leak when we don't call glClear().

Besides, we spotted the memory leak when we didn't call glClear at all (because we were drawing on the entire screen). Now it seems you are already calling glClear (at the beginning of the frame) but you have the leak.

I don't think it should have a visible effect on performances, but try to replace the glClear(0) you've just added by the glClear() call you're making in the beginFrame() function and to remove it from the beginFrame() just to see if the leak is still there.

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I took a look on Google, and it appears a few other people have experienced this too. See here.

I tried to recreate the leak on my own machine, but was unable to. Perhaps its a driver issue?

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That's interesting. I just checked and my app also grows 6k of memory per second. Same for Quake3. The demos from codesampler.com don't from what I can see. I'll be looking into this issue soon. glClear didn't change anything for me.

What card are you people having? I have an Radeon with latest drivers. Let us know if you have any solutions.

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NWN used to have similar bug under Linux with ATI drivers. I think they fixed it a few months ago. According to some sources, it was caused by a bug related to AGP texturing or something.

[Edited by - NamelessTwo on January 1, 2006 1:45:12 AM]

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Ive noticed this happening in my renderer so I commented out all GL related stuff and its still going on, and all thats hapening is i create a window (comented out all DC related things also) and display it now so maybe Its a windows thing?

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How bout the people who have been experiencing this post their driver versions and card vendors, and other relevant system specs. This is very interesting to me

cheers
-Dan

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When I have some time I'll try to figure out why the codesampler demos don't leak. They must be doing something right.

vendor=ATI Technologies Inc.
renderer=RADEON 9600 XT x86/MMX/3DNow!/SSE
version=2.0.5396 WinXP Release

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vendor=NVIDIA Corporation
renderer=GeForce FX 5700 Ultra/AGP/SSE2
version = 2.0.1

using driver version 81.98 WinXP pro sp2

[Edited by - xDS4Lx on December 31, 2005 5:40:15 AM]

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Guest Anonymous Poster
btw. how do you measure memory leaks in your apps?

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I had a similar problem, but like Lode it was because it was loading the same texture about 40 times into video memory rather than just once, but that's been fixed.

But before that I was having memory leaks to do with textures all over the place, and I couldn't find out where the problem was, in the end I just rewrote the loadGLTextures() sub and that fixed it.

I haven't experience a problem like this that's not texture related.

Vendor: ATI
Renderer: Radeon 9200 Series (PCI 128Mb)
Driver Version: 6.14.10.6517

Like NamelessTwo said, it might be something to with ATI drivers, since if i sent the engine out to other people they wouldn't experience any problems, and they were all running nVidia.

Hope this helps at all

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Can you explain me what is SwapBuffers(m_hDC) ?. I mean m_hDC.

Vendor: ATI
Renderer: Radeon 9000 Series (AGP 128Mb)
Driver Version: 6.14.10.6525 WinXP Pro SP2

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m_hDC is the device handle context, it links your software to the graphics card (I believe, not certain. And the swap_buffers or double buffering as i believe it's called on the DS and other consoles, helps to reduce screen flickering.

I dunno if this helps or if i'm telling you something that you already know.

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Quote:
Original post by AndyEsser
m_hDC is the device handle context, it links your software to the graphics card (I believe, not certain. And the swap_buffers or double buffering as i believe it's called on the DS and other consoles, helps to reduce screen flickering.

I dunno if this helps or if i'm telling you something that you already know.


Ah yes I forget that with the SDL ,thanks :)

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I'm running a GeForce 6600GT PCI-Express 128mb with ForceWare driver release 81.95 and now the glClear(0); doesn't work no more. but still I don't draw anything and I don't upload any textures.

EDIT: I have just downloaded and installed the latest drivers 81.98 but still there is a memory leak.

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