Re: Excessive "fd" bytes at its tail of heap allocation
Jack wrote:
hr = D3DXLoadMeshHierarchyFromXInMemory((LPCVOID) pBin, j,
D3DXMESH_MANAGED, m_pDevice, &Alloc,
NULL, (LPD3DXFRAME*)&m_pFrameRoot, &m_pAnimController);
Ah... Seems to be this function having problems.
Most likely, the problem is not in the API function itself, but in your =
code that this function relies on.
How can I modify that to stop the leak?
Obviously, you debug your code, figure out what you are doing wrong, and =
fix that.
CAllocateHierachy is a class that is derived from =
ID3DXAllocateHierachy. And
I overrided
its pure virtual methods and it is used as the callback when I load in =
a
mesh.
So, there is likely a problem with your implementation of =
ID3DXAllocateHierachy.
--
With best wishes,
Igor Tandetnik
With sufficient thrust, pigs fly just fine. However, this is not =
necessarily a good idea. It is hard to be sure where they are going to =
land, and it could be dangerous sitting under them as they fly overhead. =
-- RFC 1925