VertexBuffer9 memory leak problem

Started by
2 comments, last by Riekistyx 17 years, 1 month ago
I have created a vertex buffer with a certain size, locked it, filled it with vertices data and than unlocked it. This process took me approximately 8k (using the TaskManager tool). Now when I release the vertex buffer , instead of freeing the memory used it adds (!) 4k of memory usage. why is that ? is the TaskManager a good tool to use for this analysis ? thx.
There is nothing that can't be solved. Just people that can't solve it. :)
Advertisement
Quote:Original post by DesignerX
is the TaskManager a good tool to use for this analysis ?
Task manager is probably the worst way to profile memory usage. Just ignore what it says completely.
For a start, it doesn't profile driver or video memory.
Quote:
For a start, it doesn't profile driver or video memory

Thats explains alot of things.

What shall I use to profile my game's memory usage ?

thx.
There is nothing that can't be solved. Just people that can't solve it. :)
Quote:Original post by DesignerX
I have created a vertex buffer with a certain size, locked it, filled it with vertices data and than unlocked it. This process took me approximately 8k (using the TaskManager tool). Now when I release the vertex buffer , instead of freeing the memory used it adds (!) 4k of memory usage.

why is that ? is the TaskManager a good tool to use for this analysis ?

thx.


I hope your calling SafeRelease on that and not Free or delete.


Also one way to check if you really leak is
programs->direct x sdk(some version) -> utilities -> control panel

then switch output level to UBER HIGH
and switch to "use debug version"

then compile
run
exit
check output window

youll find if you leak any memory when you get spammed full of errors saying 0x0023523t not freed or something of a allike then at the bottom d3d leaked x bytes (this is also one way to find out all memory you ever use rofl ;) )

This topic is closed to new replies.

Advertisement