Well , what you say is true but also it seems that there is a bug somewhere in away clean up system . Because if I set object.dispose(false) so that the resources would not be cleaned , in such a case the material instances remains in the memory . So what I have done was to execute dispose(false) on the material property of the object and after that call object.dispose(false) . This way it does work . Still I notice by the stats ram display that the GC work is not stable . It doesn't clean in the constant revolutions. May be it is something internal to FP11 . Well , anyway for now FLINT with away4 powered module is ready ! Supports current away primitives and sprite3d . I will notify Richard Lord tomorrow so that he can integrate my update in the next release . Cheers, Michael
Sent from my iPhone On Mar 26, 2011, at 12:13 AM, Fabrice3D <[email protected]> wrote: > I'm not 100% sure (can't look right now) but there was a boolean just for > this issue into the dispose(true/false) > if true (deep) the map was disposed while false was keeping it not ruining > the material if shared with other objects. > I recall running into same issues while writing some methods... > > Fabrice > > > On Mar 25, 2011, at 10:45 PM, Michael Iv wrote: > >> Do you mean somePrimitive.geometry.dispose ()? It doesn't help . The memory >> is not cleaned . >> But now I found that when calling on the object itself dispose(true) it does >> work but the initial material is screwed up because of the referencing I >> guess. So that is the real problem if you want to share a single material >> between multiple objects as it is in case of particle system . So should I >> always set a new material on every spawning object ? >> >> Sent from my iPhone >> >> On Mar 25, 2011, at 11:15 PM, Fabrice3D <[email protected]> wrote: >> >>> no its in Geometry >>> On Mar 25, 2011, at 10:00 PM, Michael Iv wrote: >>> >>>> Sorry Fabrice , but where is this method supposed to be? Can't see it on >>>> the primitives >>>> >>>> Michael >>>> >>>> Sent from my iPhone >>>> >>>> On Mar 25, 2011, at 3:57 PM, Fabrice3D <[email protected]> wrote: >>>> >>>>> we have a disposeSubgeometry (i've spammed David for this and he did it) >>>>> that I needed as well for some other dispose/distroy cases. >>>>> that should solve your issue I think. >>>>> >>>>> Fabrice >>>>> >>>>> On Mar 25, 2011, at 2:14 PM, Michael Iv wrote: >>>>> >>>>>> Hi all , I am working on upgrading flint particles for away4 . >>>>>> Everything works fine except of the fact that the disposed objects , in >>>>>> this case away sphere particles are not cleared from the memory . >>>>>> Anybody has an advice where is the problem . >>>>>> P.s : tried dispose deep= true throws errors . With set to false it >>>>>> doesn't help >>>>>> >>>>>> Sent from my iPhone >>>>> >>> >
