OK.. so windowsXP sp3, AMD athalonx2 5600+, nVidia 9800GT+.. and still same(very similar) memory leak. this machine is the epitome of opposite build from my intel/ATI/x64-7 build.
My tests today were as follows:
turn on XP machine;
download res3.2 /install res3.2;
open taskManager (find avenue.exe and watch memUsage);
memUsage=53,xxxK (oh I like that, thanks bart/edwin/the rest of the team);
Loaded 2 640x480 picVideoMJPEG clips 30fps;
memUsage = 68,xxxK ;
add wave warp to compositionEffects;
memUsage increases steadily until it hits about 80,xxxK and stops;
this just means the OS is catching the leak and releasing memory (or re-allocating out-of-scope registers to same process).
I could give the code a look through see if I can catch it. I program C++ as dayjob, and have been messing around with FFGL in some free time on weekends, but nothing super cool yet (I spend most freetime porting shaders from different games to VVVV). I am very proficient in heap dynamic memory allocation (which is my guess (w/o ever seeing code) to cause of issue).. ie if you declare:
Code: Select all
Type* customType = new Type;
*customType = typeSubclassInstance;
then you can set the value held by *customType again and again just fine, but as soon as you set customType to a new memory allocation, the previous register held by that pointer is lost... still filled with some value. if you want to set it to new address, "delete customType;" and recreate it on the heap..
If I could look into the code for that one plugin, I could help debug/fix totally free of cost, and it would help me learn to code FFGL plugins. If you need me to sign some non-disclosure I totally will, your code would be safe with me.
It would be nice for this plugin to run under current version of Windows, as there are a few of us running windows 7 x64 systems. Thanks for all your time and effort spent developing this plugin (I obviously love it or it wouldn't be an issue that I spend my sunday afternoon on).
EDIT: found FFGL assembla, checkedout your code. Big thanks.