Jump to content
  • Advertisement
Sign in to follow this  

Slimdx , show undisposed objects during runtime

This topic is 2776 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

When i have done a run of my program , sometimes i end up with a list of undisposed objects , with their stacktrace.

I really love that trick.

And because i love that trick , i would like to know how i could enhance that experience during a breakpoint while debugging.

I would like to see a list of undisposed slimdx objects (surfaces/textures/buffers) when i do a break during runtime.

Even better , i would like to enchance my debug class to parse the list of those undisposed objects.

Does anybody know how to extract that info out of slimdx during a breakpoint in runtime ?



Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!