Open GoogleCodeExporter opened 9 years ago
I think, this issue is possible caused by iPhone3 memory limitation.
Ogrekit runtime required roughly 76Mbytes for running on iOS simulator.
http://twitpic.com/43lbs5
but iPhone3 has 30MBytes free memroy for application. (iPhone3GS 100MBytes,
iPhone4 210MBytes.)
http://www.recessionapps.com/Free_Memory.html
If you change the sample blend file to more smaller size file, you can reduce
memory usage, but still not enough for iPhone3.
Sorry, I don't know how to fix it at the moment.
Original comment by harkon...@gmail.com
on 25 Feb 2011 at 2:36
I cannot dev for iphone (not even in an emulator) but I have a few idead from
where the memmory is eaten. If you have some tools that can confirm it, it
would be intersting to verrify.
- The executable binary size is huge. Maybe stripping doewn freeimage of
unsuded codec, Ogre of all unused code and not inlining soem code can help here.
- Mesh vertex buffer format is overkill (AoS with 8 UV layers for all vertex).
Moving to a more flexible SoA for vertex buffer would correct this (and also
optimise cache use). I started simples akMesh/akSubMesh/akVertexBuffer classes
in animkit that are more suited to the task. I also did something similar for
the animationcurves (passed to a SoA and do not allocate bezier handles when
not needed)
- Fragmentation, the loader allocate memory for the blender structure than
structs for gamekit data and some others temporary data. Then most of the
gamekit and temporary data is "grown" using realloc. (For example a gkMesh
redimension his vertexbuffer when addTriangle() is used and the array is not
big enought.) I tried some test to correct this in the animkit demo blender
loader which calculate the excat needed size and does only one allocaction (i
did it for animations curves too).
Original comment by xavier.thomas.1980@gmail.com
on 25 Feb 2011 at 3:48
Original issue reported on code.google.com by
max.mar...@gmail.com
on 2 Feb 2011 at 1:21