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authorTon Roosendaal <ton@blender.org>2006-01-28 13:30:16 +0300
committerTon Roosendaal <ton@blender.org>2006-01-28 13:30:16 +0300
commit80bd3a1e9897044334d3384be27b52efc6541fef (patch)
treee3b29473cd7f7081c2d89e59eaef04aff646a41e /source/gameengine/Ketsji/KX_BlenderMaterial.cpp
parentbb2e2b9ec86efd889d648ddd62cddf5849273654 (diff)
Orange: fix for threaded rendering. Discovered that for some reason the
threads didn't seem to free allocated memory... while rendering an long sequence, the 'virtual memory' size grew with about 20 meg per frame. This appeared to be not related to using malloc in threads (works properly), but just because threads were not closed properly. I assumed that the call to SDL_CreateThread() also closes the thread when finished... but that seems to be not the case. By using a call to SDL_WaitThread() after the thread was finished the memory heap is stable again. This is something I've seen not documented anywhere... the SDL man pages are horrible sparse; Take for example the official page: http://manuals.thexdershome.com/SDL-1.2.5/html/sdlcreatethread.html
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp')
0 files changed, 0 insertions, 0 deletions