Hello,
My game is sort of a baby editor, where players can spawn/destroy actors at will.
When i spawn too much actors, there is a point where all the textures go super low detail.
This is normal, it just tells me that i am using too much memory.
But when i destroy all the actors but one, i have two problems:
A) the remaining actor never gets its nice texture back, and no matter what i spawn after that, all the textures are super low detail
B) in the windows task manager, the memory taken by the game never decreases, here is a typical scenario:
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i launch the game → 300 mo
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i load my save with lots of actors → 1300 mo
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i destroy all the actors → 1300 mo (the memory is not freed)
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i reload my huge save → 2300 mo (the memory increases again)
In the hereabove screenshot, the central picture is before the heavy load (on the left), and the picture on the right is after the destruction of all other actors.
The only way i can get the textures back is to close and reopen the game.
To destroy the actors, i was using the aactor::destroy() function, and after some research, i used the function Rama gives in this thread, but it didn’t solve the problem.
So is it normal that the lowest LOD of all textures is used in an empty level after the level has been populated and emptied ?
Or am i destroying the actors incorrectly ?
Thanks !
Cedric