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我正在为我制作的游戏创建基本的SDL + OpenGL级别编辑器,并且在创建动态TTF表面时遇到一些非常严重的内存泄漏,然后将它们转换为OpenGL纹理。SDL TTF库内存泄漏(每帧创建和释放表面)
例如:
每一帧,我跑了一些代码,看起来像这样:
shape_label = SDL_DisplayFormat(TTF_RenderText_Solid(font, shape_names[c2].c_str(), textColor));
shape_label_gl = gl_texture(shape_label);
draw_rect(shapes[c2][0], shapes[c2][1], shape_label->w, shape_label->h, shape_label_gl, 0);
SDL_FreeSurface(shape_label);
然而,当我使用的valgrind它表明很多比较大的内存泄漏。当我在活动监视器(Mac)中监视程序时,它可能会攀升至近500 MB的内存使用量,并可能从此处继续。
这里的Valgrind的错误(S):
==61330== 1,193,304 (13,816 direct, 1,179,488 indirect) bytes in 157 blocks are definitely lost in loss record 6,944 of 6,944
==61330== at 0xB823: malloc (vg_replace_malloc.c:266)
==61330== by 0x4D667: SDL_CreateRGBSurface (in /Library/Frameworks/SDL.framework/Versions/A/SDL)
==61330== by 0xE84C3: TTF_RenderUNICODE_Solid (in /Library/Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf)
==61330== by 0xE836D: TTF_RenderText_Solid (in /Library/Frameworks/SDL_ttf.framework/Versions/A/SDL_ttf)
==61330== by 0x10000A06D: SDL_main (in ./leveleditor)
==61330== by 0x100013530: -[SDLMain applicationDidFinishLaunching:] (in ./leveleditor)
==61330== by 0x65AD0D: __-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_1 (in /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation)
==61330== by 0x36C7B9: _CFXNotificationPost (in /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation)
==61330== by 0x646FC2: -[NSNotificationCenter postNotificationName:object:userInfo:] (in /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation)
==61330== by 0xB4C4E2: -[NSApplication _postDidFinishNotification] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
==61330== by 0xB4C248: -[NSApplication _sendFinishLaunchingNotification] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
==61330== by 0xB4AF0F: -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] (in /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit)
如何使TTF工作帧到帧,而无需使用大量内存的任何想法?
编辑:为了将来的参考,我是一个白痴。我忘了这样做:
glDeleteTextures(1, &status_bottom_gl);
当我这样做的时候,它仍然在上升......当我关注opengl Gluint变量时,它每次都稳步上升。有没有一种方法可以释放opengl纹理? – 2012-07-14 15:50:20
啊,没关系。忘了'glDeleteTextures(1,&status_bottom_gl);'等等。 – 2012-07-14 15:55:47