CompuServe Thread

#HEAPMGMT error

9 messages in this thread
#36328From: Nik Grant [adesk]Mar 2, 1993 2:29 PM
The HEAPMGMT error usually indicates that there is a conflict in memory — primarily TSRs and Device drivers if the memory address indicated by the error message is in the 640k area, or Disk cache / ram drives if the error message includes an "EIS" designation. If this problem doesn't go away with an extremely simple config /autoexec setup, you might even suspect specific ram chips. (Of course, it's better to suspect a corrupted program and reinstall 3D Studio.) If it's ram chips, you can use Phar Lap cfig386 modifications to specify that 3DS use specific memory locations. These can be tough errors to resolve. Does your machine have a hardware cache? If that's the case, try turning it off as well as trying some of the above suggestions. Nik
#36345From: Noah KennedyMar 2, 1993 6:55 PM
Nik- After I posted the message, I tried several more tests into the night, including using version 2.0 instead of 2.01a. Note also I was using four different machines, involving 3 different caching schemes. More to the point, I escaped from the render just before I expected it to crash, and did a status at that point. It showed 62Mb RAM and more than 130Mb VM used! With some noodling, it became apparent that the scene was using mondo memory and running out of disk space. We finally got it out by rendering it in pieces. (Though if this is true, I would have expected a PharLap disk error.) I killed my message because I was looking for a discussion of how (flat) automatic reflection maps use memory, which I haven't found. We had a lot of flat faces each with their own flat auto refl maps. That is what was using memory, but I'm really surprised it used that much. Can you explain? –Noah
#36354From: Yost GroupMar 2, 1993 8:10 PM
Noah, each flat reflection map uses a full-screen buffer. Since it's a virtual mirror of the scene at screen res, they're memory hogs. – G
#36412From: Noah KennedyMar 3, 1993 1:24 PM
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.
#36647From: MARTIN G FOSTERMar 6, 1993 8:01 PM
Noah, flat mirrors are *not* iterative, i.e. don't reflect each other. Non-flat can reflect each other to a certain number of levels.
#36730From: Noah KennedyMar 8, 1993 11:33 AM
Martin- right you are. thanks. –Noah
#36646From: MARTIN G FOSTERMar 6, 1993 8:01 PM
Gary, can I have a prize for using the most flat-mirror's in an animation – 21? <g,d & r> Animation coming your way soon (next week) on BetaSP….. Martin "always pushing the limits" Foster
#36788From: Yost GroupMar 8, 1993 10:21 PM
hm… Well, your output resolution was probably something like 50×40 pixels. <g> I would be honored to look at some of your recent work, Mr. F. Send it on over! – G
#36833From: MARTIN G FOSTERMar 9, 1993 12:02 PM
Gary, actually output rez was 512x486x24 bits and field rendered. The worst frames were taking about 1 hour 10 minutes and the best about 55 mins. I'm glad I wasn't rendering it on my machine <g>.