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PSteinhaus avatar PSteinhaus commented on May 30, 2024

Ok, this has now been (somewhat) fixed in ggez by applying a fragment shader workaround.
But, this workaround doesn't work on GLES and I assume it wouldn't work here either, as GLSL 100 is probably too limited for it. (I'm not sure about this though, would need to check whether "sampler2DMS" is available on GLSL 100 as well).

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ccie18473 avatar ccie18473 commented on May 30, 2024

When running the drawing example I see a problem with memory comsumption; the process crashes after a few minutes. Same behavior under Ubuntu or Centos. This seems the buggy memory allocation:

amsoares@ubuntu:drawing$ pmap -x 4964 | grep renderD128 | wc -l # <-- Value increases until it crashes
64488
amsoares@ubuntu:drawing$ pmap -x 4964 | grep renderD128 | wc -l # <-- Already crashing
48439
amsoares@ubuntu:drawing$ pmap -x 4964 | grep renderD128 | wc -l # <-- Process dead
0
amsoares@ubuntu:drawing$

I'm not a developer, I'm just learning Rust and ggez/gwg.

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PSteinhaus avatar PSteinhaus commented on May 30, 2024

This is indeed bad, thanks for reporting.

It doesn't have anything to do with canvases and multisampling though. Memory leaks suddenly start emerging in all examples where Meshes, or perhaps even other Drawables are created and then dropped in the drawing loop, meaning there is something wrong with their ressource deallocation... very bad, very annoying. I'll try to look into it soon.

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