What steps will reproduce the problem?
1. Dynamically generate a large number of textures or meshes at run-time
What is the expected output? What do you see instead?
The objects should be collected automatically by the garbage collector, instead
the exception "java.lang.OutOfMemoryError: Direct buffer memory" is raised.
As a proposed fix, the deleteObject() method in NativeObject class should
support two additional requirements:
1) Allow this method to be called directly by the user, so that even if the
NativeObjectManager attempts to garbage collect this object, it should still
work normally. This means handling double delete in OpenGL in the
Renderer.delete***() methods
2) The method should call BufferUtils.destroyByteBuffer() on all ByteBuffers
owned by the NativeObject
Original issue reported on code.google.com by ShadowIs...@gmail.com on 5 Jan 2012 at 8:04
Original issue reported on code.google.com by
ShadowIs...@gmail.com
on 5 Jan 2012 at 8:04