Lifecycle of abstract buffer data

Problems building or running Ardor3D, questions about how to use features, etc.

Re: Lifecycle of abstract buffer data

Postby gouessej » Wed Oct 02, 2013 9:19 am


The ability of overriding the creation of the renderer allows me to force the destruction of direct NIO buffers and it works very well. In my case, I don't have to wait until the JVM lacks of memory on the Java heap to release the memory on the native heap, it solves my problem. For example, when I leave a level, I remove all useless meshes from the scenegraph to prevent Ardor3D from using these objects while I clean them up, I use the build-in mechanism to destroy the OpenGL identifiers (for VBOs and textures), my extension of this mechanism located in the renderer releases the native memory and finally, I remove the local references to those meshes. That way, an application using a lot of native memory can run longer without trouble even though the GC isn't solicited very often.
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