and its geometry. Did you try to clean them manually?
>
> Hello,
>
> after further study of the code i was able to isolate the cause of the
> issue.
>
> The problem lies somewhere in the instanciation of the
> TriangleMesh3D Class.
>
> if you try the following example you will notice the application will
> constantly need more and more memory. if you comment the blocks in
> function
> addCube and decomment the respected line to change TriangleMesh3D into
> Vertices3D everything works like expected.
>
>
>
>
> package memoryTest
> {
> import com.tPS.utils.FPSMemCounter;
>
> import flash.events.Event;
> import flash.events.TimerEvent;
> import flash.utils.Timer;
>
> import org.papervision3d.core.geom.TriangleMesh3D;
> import org.papervision3d.core.geom.Vertices3D;
> import org.papervision3d.view.BasicView;
>
>
> public class View extends BasicView
> {
>
> private var _cubes:Array;
>
> public function View()
> {
> super();
> addChild( new MEMCounter() );
> addEventListener( Event.ADDED_TO_STAGE, setup );
> }
>
>
> private function setup( e:Event = null ) : void {
>
> _cubes = [];
>
> createCubes();
>
> stage.addEventListener( Event.ENTER_FRAME, render );
> var t:Timer = new Timer( 500 );
> t.addEventListener( TimerEvent.TIMER, refreshCubes );
> t.start();
> }
>
>
> private function createCubes() : void {
> var i:int = -1;
> while( ++i < 1000 ) {
> addCube();
> }
> }
>
>
> private function addCube() : void {
>
> //// MEMORY LOSS
> //////////////////////////////////////////////////////////////////////////
> var c:TriangleMesh3D = new TriangleMesh3D( null, [], [] );
>
> ///////////////////////////////////////////////////////////////////////////////////////////////
>
> /*
> * NO MEMORY LOSS
> */
> //var c:Vertices3D = new Vertices3D( [] );
>
>
> _cubes.push( c );
> }
>
> private function refreshCubes( e:Event ) : void {
> var i:int = _cubes.length;
> while( --i > -1 ) {
> var c:Vertices3D = _cubes[i] as TriangleMesh3D;
> //scene.removeChild( c );
> delete _cubes[i];
> }
> _cubes.splice(0);
> _cubes = [];
> createCubes();
> }
>
>
>
>
> private function render( e:Event = null ) : void {
> renderer.renderScene( scene, _camera, viewport, false );
> }
>
> }
> }
>
>
> import flash.display.Sprite;
> import flash.text.TextField;
> import flash.events.Event;
> import flash.events.TimerEvent;
> import flash.utils.Timer;
> import flash.system.System;
>
> class MEMCounter extends Sprite{
>
> private var _txt:TextField;
>
> public function MEMCounter() {
> addEventListener( Event.ADDED_TO_STAGE, setup );
> }
>
> private function setup( e:Event ) : void {
> _txt = new TextField();
> _txt.width = 120;
> addChild( _txt );
>
> var t:Timer = new Timer( 1000 );
> t.addEventListener( TimerEvent.TIMER, updateMem );
> t.start();
> }
>
>
> private function updateMem( e:TimerEvent ) : void {
> _txt.text = Number( System.totalMemory / 1024 /
> 1024 ).toFixed( 2 ) +
> 'Mb';
> }
> }
>
>
>
>
>
>
>
> tPS wrote:
>>
>> Hello Everyone,
>>
>> i have run across a problem regarding to the fact that i can't delete
>> objects in Papervision3d.
>>
>> i made a simple example that showcases the problem.
>> it simply creates 10 cube objects every 10 seconds. if there are
>> already
>> some cubes created, it tries to delete them.
>> as you can see on the memory monitor the objects still remain in
>> memory.
>>
>>
http://www.perfectscript.de/memoryleaking/index.html>>
>> i have included the code.
>>
http://www.nabble.com/file/p16098250/sources.zip sources.zip
>>
>
> --
> View this message in context:
http://www.nabble.com/Object-deletion-and-Memory-Issue-tp16098250p16143153.html> Sent from the Papervision3D mailing list archive at Nabble.com.
>
>
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