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OpenGL Display List Memory Leak

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Hi! I downloaded glIntercept and have run it a few times and noticed that I had some memory leaks for 3 display lists in 3 different classes. I saw I didn't have glDeleteLists() within my destructors. So I added them. However, I still get the memory leak messages in the log file. What am I doing wrong?? I'm not sure what glIntercept is telling me.
InterceptDisplayList::CallLists - Calling non-existant list? 81
InterceptDisplayList::CallLists - Calling non-existant list? 80
InterceptDisplayList::CallLists - Calling non-existant list? 79
InterceptDisplayList::CallLists - Calling non-existant list? 72
InterceptDisplayList::CallLists - Calling non-existant list? 81
InterceptDisplayList::CallLists - Calling non-existant list? 80
InterceptDisplayList::CallLists - Calling non-existant list? 79
InterceptDisplayList::CallLists - Calling non-existant list? 72
InterceptDisplayList::CallLists - Calling non-existant list? 337
InterceptDisplayList::CallLists - Calling non-existant list? 371
InterceptDisplayList::CallLists - Calling non-existant list? 358
InterceptDisplayList::CallLists - Calling non-existant list? 372
InterceptDisplayList::CallLists - Calling non-existant list? 372
InterceptDisplayList::CallLists - Calling non-existant list? 289
InterceptDisplayList::CallLists - Calling non-existant list? 326
InterceptDisplayList::CallLists - Calling non-existant list? 367
InterceptDisplayList::CallLists - Calling non-existant list? 373
InterceptDisplayList::CallLists - Calling non-existant list? 358
InterceptDisplayList::CallLists - Calling non-existant list? 371
DisplayListManager::Destructor - OpenGL id 513 is still active. (DisplayList Memory leak?)
DisplayListManager::Destructor - OpenGL id 514 is still active. (DisplayList Memory leak?)
DisplayListManager::Destructor - OpenGL id 515 is still active. (DisplayList Memory leak?)

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We would need to see the code that uses the display list, and possibly where that code is used.

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I have a few display lists in different classes. The one I think is the issue is my font class. I could really be wrong. I delete the display lists in the destructor, which I know is being called.

bool BitmapFont::DrawString(int x, int y, const char *text, ...)
{
if(base == -1)
return false;

glLoadIdentity();

char output[256];
va_list ap;

if (text == NULL)
return false;

va_start(ap, text); // Parses The String For Variables
vsprintf(output, text, ap); // And Converts Symbols To Actual Numbers
va_end(ap);

glRasterPos3f(x, y, 0.0f);

// Must save/restore the list base.
glPushAttrib(GL_LIST_BIT);
glListBase(base);
glCallLists(strlen(output), GL_UNSIGNED_BYTE, output);
glPopAttrib();

return true;
}


Another place is within my MainState class, that simply draws my simple screen. I delete the lists within the destructor.

/* Draws main gameplay screen
==========================================================*/

bool MainState::RenderGameplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//============================
// TEXT
//============================

// Title
glColor3f(1.0f, 0.0f, 0.0f);
titleFont->DrawString(272, 47, "Pong");
glColor3f(1.0f, 1.0f, 1.0f);
titleFont->DrawString(270, 45, "Pong");

// Player 1 score
glColor3f(1.0f, 0.5f, 0.5f);
scoresFont->DrawString(77, 47, "%1i", player1->score);
glColor3f(1.0f, 1.0f, 1.0f);
scoresFont->DrawString(75, 45, "%1i", player1->score);

// Player 2 score
glColor3f(1.0f, 0.5f, 0.5f);
scoresFont->DrawString(522, 47, "%1i", player2->score);
glColor3f(1.0f, 1.0f, 1.0f);
scoresFont->DrawString(520, 45, "%1i", player2->score);

// reset modelview
glLoadIdentity();

//============================
// SHAPES
//============================

//--------------------------------------------------------
// SCOREBOX
glCallList(scorebox);
glLoadIdentity();

//--------------------------------------------------------
// BALL
glColor3f (1.0f, 1.0f, 1.0f); // white
glTranslatef(mainBall->GetX(), mainBall->GetY(), 0.0f); // move to balls position

// circle parameters: object pointer, inner radius,
// outer radius, number of slices, number of rings
gluDisk (mainBall->quad, 0.0f, float(BALL_SIZE), 100, 4);
glLoadIdentity();

//--------------------------------------------------------
// PLAYER 1
glTranslatef(player1->x, player1->y, 0.0f);
glCallList(paddle1);
glLoadIdentity();

//--------------------------------------------------------
// PLAYER 2
glTranslatef(player2->x, player2->y, 0.0f);
glCallList(paddle2);

// flush GL pipeline before exit
glFlush();

return TRUE;
}


I have another class that uses 3 display lists the EXACT same way.
I am really curious about this because I thought I was doing things properly and cleaning up after myself...

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Well the problem, clearly isn't with how you're using the display lists. We need to see how you are generating and deleting the display lists. A potential issue could be that the class which you use to encapsulate the display lists (I remember you saying something about destructors) isn't getting cleaned up properly. Have you tried debugging? Put a breakpoint where you have your call to glDeleteLists() (Can't remember if that's the appropriate function call) and see what's going on.

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I went through all my destructors that are deleting lists (only 3 classes (or 'states') currently use display lists), and they all check out fine. They all are occuring when I close my prog. Is anyone familiar with glIntercept? I can't find anything on it on Google or the forum searches either...
Anywho, here is the code I use for building lists. I am just doing simple quads and lines, so I hope display lists are even worth it!

Font class
BitmapFont::BitmapFont(HDC hDC_in, int size, char* family)
{
// set font size for later reference when centering
//fontSize = size;

if (hDC_in && strlen(family) > 0)
{
HFONT font; //windows font id
HFONT oldFont; // housekeeping
base = glGenLists(256);

font = CreateFont( size * -1, //height of font
0, //width of font
0, //angle of escapement
0, //angle of orientation
FW_BOLD, //weight of font
FALSE, //italic
FALSE, //underline
FALSE, //strikeout
ANSI_CHARSET, //character set
OUT_TT_PRECIS, //output precision
CLIP_DEFAULT_PRECIS, //clipping precision
ANTIALIASED_QUALITY, //antialiase the font
FF_DONTCARE|DEFAULT_PITCH, //Family And Pitch
family); //Font name

oldFont = (HFONT)SelectObject(hDC_in, font);
wglUseFontBitmaps(hDC_in, 0, 255, base);
SelectObject(hDC_in, oldFont);
DeleteObject(font);

f = fopen("ss.txt", "w");
}
else
base = 0;
}


State classes (Basically all of them are the same deal)
/* DBuild OpenGL display lists
==========================================================*/

void MainState::BuildLists()
{
// build 3 lists
scorebox = glGenLists(3);

// create scorebox
glNewList(scorebox, GL_COMPILE);
glLineWidth(1.0f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glBegin(GL_LINES);
glVertex2f(0.0f, SCOREBOX_HEIGHT);
glVertex2f(SCREEN_WIDTH, SCOREBOX_HEIGHT);
glEnd();

// draw line down the middle of the screen
glLineWidth(2.0f);
for (int i = SCOREBOX_HEIGHT; i < SCREEN_HEIGHT; i += 60)
{
glBegin(GL_LINES);
glVertex2d(SCREEN_WIDTH/2, i);
if (i + 40 <= SCREEN_HEIGHT)
glVertex2d(SCREEN_WIDTH/2, i + 40);
else
glVertex2d(SCREEN_WIDTH/2, SCREEN_HEIGHT);
glEnd();
}
glEndList();

//=======================================
// create paddle 1
//=======================================
paddle1 = scorebox + 1;
glNewList(paddle1, GL_COMPILE);
glColor3f(1.0f, 1.0f, 0.0f); // Yelllow
//Move
glTranslatef(0, 0, 0.0f);

// Draw A Quad
glBegin(GL_QUADS);
glVertex2f(PLAYER_WIDTH, 0); // Top Left
glVertex2f(0, 0); // Top Right
glVertex2f(0, PLAYER_HEIGHT); // Bottom Right
glVertex2f(PLAYER_WIDTH, PLAYER_HEIGHT); // Bottom Left
glEnd();
glEndList();

// create paddle 2
paddle2 = paddle1 + 1;
glNewList(paddle2, GL_COMPILE);
glColor3f(1.0f, 0.0f, 0.0f); // Red

// Draw A Quad
glBegin(GL_QUADS);
glVertex2f(PLAYER_WIDTH, 0); // Top Left
glVertex2f(0, 0); // Top Right
glVertex2f(0, PLAYER_HEIGHT); // Bottom Right
glVertex2f(PLAYER_WIDTH, PLAYER_HEIGHT); // Bottom Left
glEnd();
glEndList();
}

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I am really frustrated with this issue. I went am simply replaced my display glDisplayLists call with glDisplayList(80). This is based on:

InterceptDisplayList::CallLists - Calling non-existant list? 80


It display a large 'O', which is right. Now, I still get many errors in my glIntercept log file that read:

InterceptDisplayList::CallLists - Calling non-existant list? 80
InterceptDisplayList::GetDisplayListFileName - Unknown or invalid display list? ID = 80


Is it me, or is glIntercept misinforming me?

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I believe you have to delete the lists before your OpenGL conext is destroyed which usually happens when your window is closed. It is likely that your destructors are being called after this. Try calling glDeleteLists(80) before you close your window and see if you have the error. I have used GLIntercept and it is pretty reliable.

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Well I have my game engine object, which has the KillGLWindow function we all know from the NeHe tutorials. I then delete the game object, which in turn deletes my state objects (introState and mainState, etc).
Here is my main loop:


GameState *game = NULL; // Create game engine
Timer ticker; // game clock

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
game = new GameState(); // Game engine
MSG msg; // Windows Message Structure
float start; // time storage for looping

ofstream output; // Used for file output
output.open("Myfile.txt");

// Create Our OpenGL Window
if (!game->CreateGLWindow("Pong", 640, 480, 16))
{
return 0; // Quit If Window Was Not Created
}

// Loop runs while game engine tells us to end
while(!game->end)
{
// Is There A Message Waiting?
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
else // If There Are No Messages
{
// Grab time before we start
start = ticker.TimerGetTime();

// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
game->Render();

// Waste Cycles On Fast Systems
while(ticker.TimerGetTime() < start + 20.0f) {}
}
}

// Shutdown
output.close(); // close output textfile
game->KillGLWindow(); // Kill The Window
delete game; // destroy engine
return (msg.wParam); // Exit The Program
}



If I am going about this wrong, please tell me why. I find it a lot simpler to have this simple main.cpp and keep my windows/openGL creations and whatnot in their own class.

[EDIT] I got rid of the game->KillGLWindow() call and added it to the destructor of the class AFTER the sub-class delete's and I do not have any more active list statements. However I DO have statements like: DisplayListManager::RemoveData - Attempting to delete unknown DisplayList ID 1

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You definitely should destroy the window after your game/engine object.

Do you even have a Display List with id 1? If not your code shouldnt even be calling glDeleteList(1). I suggest you put a breakpoint at the places where you delete your lists and everytime it breaks there, check what list is it deleting and if it is something invalid, move back to find out how your code got there.

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      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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