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Memory leak in graphics #34
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Can you clone the repo, try to fix it and make a pull request or put the solution here ? |
Hi @Miao-10k, Can you try the latest version to check if it brings fixes to your memory leaks ? Thanks |
@Miao-10k i met as same crash as you ,i do as you do to release memory use "Renderer.destroyAllResources()" function. |
@ThomasGorisse i use 1.18.11 version,memory is released after activity destory. |
@ThomasGorisse could you tell me how do you release memory ? |
You can call the |
but in your demo ,i'm not found where to call SceneView.reclaimReleasedResources(),i still not understand how do you release your memory? |
I am running the gltf sample with a customized model. It seems that the graphics memory is not released after the MainActivity destroyed which can be seen from the profiler. This may lead to out of memory if I start and then destroy the activity several times.
As mentioned in the issue I opened in filament, I tried to fix this memory problem by adding
Renderer.destroyAllResources()
at the end ofonDestroy()
of BaseArFragment, which will lead to a crash in the functionRenderableInstance.createFilamentAssetModelInstance
when I start the activity again. Do you have any idea about solving the memory problem or why this crash happens after the filament engine destroyed?The text was updated successfully, but these errors were encountered: