#3835 closed defect (needsinfo)
Possible OpenGL Texture Object leak
Reported by: | mrzzzrm | Owned by: | |
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Priority: | Nice to Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description (last modified by )
For an university project I'm currently building a tool that (build on top of apitrace) intercepts all OpenGL calls of an application an performs some analysis, e.g. counting the number of OpenGL Texture objects the application uses.
In 0AD r17720 I did the following:
- Start the game. No settings changed, windowed
- Start a new Single Player Match
- Save it immediately after it started
- Exit to main menu without performing any action in the game
- Load the saved game again
When repeating step 3 and 4 the number of Texture Objects in 0AD increases by 6 every time, even after, say, 10 attempts.
To assert this my tool intercepts glGenTextures() and glDeleteTextures() calls.
I'm aware that these are rather vague statements, but maybe it helps.
Change History (5)
comment:1 by , 8 years ago
comment:2 by , 7 years ago
Does it calculate only the number of glGenTextures/glDeleteTextures calls? Not the real texid number. Because we could make few calls to create and one to delete textures.
comment:3 by , 7 years ago
Keywords: | OpenGL Textures removed |
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comment:4 by , 3 years ago
Description: | modified (diff) |
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Resolution: | → needsinfo |
Status: | new → closed |
Closing it as needs info → Possible dupe of #5307
comment:5 by , 3 years ago
Milestone: | Backlog |
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So you say there's a memory leak of 6 textures per time you open a (saved) game? And how many textures in total did you measure?
I'd think this is acceptable enough for now (0 A.D. isn't made to keep running anyway, players eventually close the program).