CompuServe Messages

#Mem Use Prob?

    02-Mar-94 11:27:18
Sb: #Mem Use Prob?
Fm: M. G. BATCHELOR 71532,1214
To: All
>> Ah ha… It certainly _could_ be that an improperly-programmed IPAS routine would allocate all available memory. [Gary Y.] >> I've used both of those IPAS' (flock, digim. bubbles) frequently, and have never run into swapping other than predicteably "swappy" stuff (lots of BIIIIG texture maps). [John T.] Okay – Gary, John, et all: Let me try something before hitting Jonas with this one. You know I'm relatively new with 3DS – but – I've used *many* app's for a long time. There are some unknowns to me regarding the elements of this anim. though, such as the flock.axp allowing mapped, user-defined particles and how that affects memory use – or the bubble.axp for that matter, *_once the procedurally/user-defined objects are generated_*. Or *exactly* how instances of procedural routines are handled (if any difference at all).Therefore, let me break down the elements as they relate to this puzzling situation – you tell me if it sounds unusually "steep" to you: BREAKDOWN OF PROGRAM PARAMETERS FOR FISH.ZIP ============================================ After Program Boot: Avail. Mem. = 31,500 Mem. Used = 2,880 After Loading .3DS: Mem. Used = 3,832 After 256×150 Render w/ ALL .axps OFF (no a/a,shad.,m/b): Mem. Used = 8,404 After Above w/ Bubble.axp ON: Mem. Used = 8,452 After Above w/ Flock.axp *Master Object* ON: Mem. Used = 18,088 After Above w/ 2 Additional Flock Instances: Mem. Used = 31,484 Swap Used = 408 After Above at 756x486x24 w/ A/A ON: Mem. Used = 31,484 (????) Swap Used = >12MB PERTINENT ANIM. INFO ==================== 7 Objects – 11,243 Vertices – 21,900 Faces – 3 Lights – BG Grad. – Fog – Gamma No Fields – Dither T/C & 256 – Pixel Size 1.5 – Med. Flic Pall. – Targa No Alph IN 3DS.SET: Render-Band-Height = 80 A substantial amount of the face count is in the copy of the dolphin used in a 2 object morph cycle. (which of course only 1 appears in render) 1- Bubble_I w/ 550 bubbles (<100/frame) – 8 face Particle. 1- Flock3d v.1.0a w/ 150 Particles (<100/frame) – 408 face Particle. 2- *Instances* of above. (still <100/frame). 1- .CEL bitmap at 55.5k —- 1- .BMP bitmap (proj. light) at 163.6k. MATERIALS INFO ============== #1) Using Dents_I.sxp, 8 iterations, mapped to 8192 face reef object. #2) Just Color #3) 2-sided w/Transp. using CCUBE_I.sxp & NOISE_I.sxp mapped to FLOCK particles #4) Just Color #5) 2-sided w/Transp. using WATER_I.sxp as TEXT.,OPAC.,& BUMP – 3D Dist.. Planar-mapped 1×1 to 200 face 2-D grid object. #6) 2-sided w/Transp. using Noise_I.sxp for TEXT., and the .CEL bitmap for OPAC. & SPECULAR – mapped to BUBBLE particles. I believe that about covers it. I don't know guys, what do you think ? BILL