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
>>>>> 
>>> 
> 

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