memory leaks

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1 comment, last by legalize 16 years, 6 months ago
Hi, I am writing the mesh loading using traditional direct x mesh loading function. I also wrote the destructor while deleting the gemoetry also release textures and so on.. It seems to be alright when I debug in normal mode. But when I set the debugging level to more and check validate debugging in the direct x control panel, I found that there still have many memory leaks. Does anyone know about this problem.... Help me...
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In start menu, click on run option and write: dxcpl
On Direct3D 9 tab you'll find "Break on AllocId" write in it id of your unreleased object and when the program breaks in debug mode, it will break when you create your directx object that is later unreleased when programs exit.

Then you will know what you need to release...
The only way you can leak something in Direct3D is by messing up the reference count to COM interfaces.

Learn how to use CComPtr<> properly and all of that messy reference count management just goes away...

I discuss use of CComPtr<> in Chapter 1. Introduction of my book.

My free book on Direct3D: "The Direct3D Graphics Pipeline"
My blog on programming, vintage computing, music, politics, etc.: Legalize Adulthood!

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