anyone tried:
for (int k=0; k<10000;++k)
glCompileShaderARB(_vertex_shader_ID);
?
Also with an empty source string my memory usage increases from 53MB to over 500MB with the loop.
using: Radeon 9800 + Catalyst 4.2
anyone tried:
for (int k=0; k<10000;++k)
glCompileShaderARB(_vertex_shader_ID);
?
Also with an empty source string my memory usage increases from 53MB to over 500MB with the loop.
using: Radeon 9800 + Catalyst 4.2
The memory leak issue you mention is known and has been fixed for a future release.
– Dan (ATI)
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