Yea I attempted this, But didn't seem to correct the problem. And
using the tracing method I mentioned only seems to work for a little
while. :/  While running in flash debug mode and it's writing the
trace, the event does not seem to disappear, but soon as I run it in
any other player it seems to disappear again. I'm wrapping the Movie
inside a c# windows form application, And I'm retrieving the xyz's to
a vector3D in directX I'll be able to parse about 10 - 15 Number3D/
Vector3D's then it'll stop again....

SIgh...

Might try running some smaller tests to see if it the size of the
mesh. It is the map for a large terrain. The texture is 2500px square
running on a heightmap of the same size.Running a large Sky as well as
a fog. it's running around 50mb ram. so it is getting up there. I'm
wondering if I'm pushing the flash engine to it's limits.. I have run
a test beyond 200mb ram and it seem to still run ok.Then I Optimized
it down to 19mb, now adding in these events its incressed up to 50mb,
I think mainly by add the trace, because it's acting like a memory
leak....

Full break down here I come I think ..sigh*

Thanks Josh

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