Re: Problem with memory leaks
From: Kyle Maddison (km329_at_cam.ac.uk)
Date: Tue, 18 May 2004 08:49:22 +0100
I think what you are doing mostly likely is allocating a mesh to the
device each time round the RenderSceneGraph loop - have a check. Objects
allocated to the device do *not* get GC'd when they go out of scope
(although there is a switch to turn this on) unlike normal managed
objects. If you have to allocate memory like this each time then call
Dispose() on each object before it goes out of scope!
Hope this helps and offers a different view on what everyone else in
this forum has been saying.