Josh Posted August 7, 2023 Share Posted August 7, 2023 I see it too. It's not very apparent if you just look at the memory usage value, but the script memory usage value shows it better. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted August 7, 2023 Share Posted August 7, 2023 i do see a small increase in script memory.. sorry wasn't looking at that. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Yue Posted August 7, 2023 Author Share Posted August 7, 2023 This is really confusing, it must be my C++ programming that I am learning. But it is really strange that someone is doing well and someone is not. My theory is that it is exclusively when hiding a panel. Now what I would have to do is to rebuild the whole project and evaluate what is happening. I don't see any other way. Quote Link to comment Share on other sites More sharing options...
Yue Posted August 8, 2023 Author Share Posted August 8, 2023 I am rebuilding the project with the help of ChatGPT, which tells me about a hung pointer, I have no idea what that is. But at the moment every avenze I have, I check the memory usage and it is stable 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted August 8, 2023 Author Share Posted August 8, 2023 At this point I have implemented the GUI prototype, and it is stable although in the main loop it hides the panel. #include "Leadwerks.h" #include "CWindow.h" #include "CInput.h" #include "CWorld.h" #include "CDraw.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { CWindow window; CInput input; //Context* context = Context::Create(window.Get()); CDraw draw(window.Get()); CWorld world; Camera* cam = Camera::Create(); GUI* gui = GUI::Create(draw.Get()); Widget* base = gui->GetBase(); Widget* pnl = Widget::Panel(200, 100, 200, 200, base); while (!window.GetClosed()) { if ( input.GetKeyUp(Key::Escape)) return false; pnl->Hide(); Time::Update(); world.Update(); world.Render(); draw.InfoDebug(); draw.Update(); } return 0; } Quote Link to comment Share on other sites More sharing options...
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