#Mem Use Prob?
>> 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