I think I finally need to do what I've been dreading to do for four years: write a proper memory allocator and tracer. *shudders*
-
-
I tend to allocate giant buffer when loading some new scenes. Easy fail even if little fragmentation...
-
Should keep giant buffer around as work pad. But also, maybe could generalize with better allocator...
End of conversation
New conversation -
-
-
In other words, debating fix in client code or in engine code.
-
I am assuming this is in 32-bit code? Usually it's hard to fail a large allocation due to frag in 64.
- Show replies
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.