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
