Sign in to follow this  

Memory Leaks - ID3DXAllocateHierarchy Implementation

This topic is 3678 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, I've been fighting with some memory leaks while loading the mesh. I was able to set the BreakAllocID (it works on my machine at home but doing exactly the same things it doesn't here at work...) on the control panel and looking at the call stack I isolated my last call:
HRESULT hr = D3DXLoadMeshHierarchyFromX(filename, D3DXMESH_MANAGED, device, 
		&Alloc, NULL, &m_frameRoot, &m_animController);
Does this inequivocally mean that there's something not being freed in the implementation of ID3DXAllocateHierarchy I am using(http://www.toymaker.info/Games/html/load_x_hierarchy.html)? I got the same meory leaks with the demo itself so it's not something I added (I didn't add a thing in the ID3DXAllocateHierarchy implementation). I keep going through the code but I can't find nothing not being freed. My guess would be it is some field populated by the DirectX runtime which I am supposed to free. Shall I post the class cpp? Thanks in advance, JI

Share this post


Link to post
Share on other sites

This topic is 3678 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this