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General / Re: Compiles but crashes at sf::VideoMode
« on: July 29, 2012, 06:08:23 pm »
Thank you again.
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I´ll take a look. Thanks
Maybe this article could help:
A Cross-Platform Memory Leak Detector
Is your port going to be available for download? ... I´m interested
Unfortunately it's often the graphics driver that leaks. Is it up-to-date? Have you tried to run other OpenGL apps and watch the memory consumption?
You could also try compiling for something else, e.g. Visual C++ 2010 Express. I did the other day, and I get no problems with memory leaks at all.
Also if your CPU is running at 15% for such as basic program...there is something strange going on. I used a crappy old Celeron 2.1Ghz PC with a 64mb video card as target hardware for our work, and with the latest SFML 2, I get 1% CPU when drawing a 1024x768 graphic @ 30fps.
So, I suspect, it is your video drivers or compiler that has screwed things up, and its repeatedly allocating/deallocating memory or creating new objects and not releasing them. I'd bet money its not an SFML bug, though.
Ed
Either I've missed it, or we're still not sure which exacte SFML 2 version you're using. The RC binaries or your own freshly compiled binaries?
There is no leaks in sfml 2.0
Check this topic http://en.sfml-dev.org/forums/index.php?topic=8092
There is now leaks in sfml 2.0You mean "no leaks"
Still, there shouldn't be a constant increase in RAM usage. Does the task manager allocation stop at some point or grow endlessly?
Equivalent to what?
Yes Aurora/Thor depend on C++11 features like smart pointers. So you probably need to get a newer version of GCC that supports already nullptr.
You eventually have to learn to handle such errors because you'll always run into them. But at the beginning it's hard and often time consuming when stickying to it, you will soon understand much more and be able to fix them in no time.I'm fully aware of that. But I rather focus on technical details of my game rather than technical details on how the compiler works.