HEAPMGMT error
G-
That explains a lot. Thanks.
We had been guessing that each flat reflection map would take a bitmap buffer
bounded by the object extents as viewed from the viewport, so that we could get
away with lots of little flat reflective surfaces.
I take it from your answer that each reflective surface holds a screen-sized
buffer only once, correct? Not multiple ones for iterative reflections.
–Noah
BTW, it still seems funny that we get this HEAPMGMT error (which I guess is
yours) and not a straighforward PharLap "out of disk space" error.