tris - thanx U3dreal for the performance of your exporter - Indigo
loads the .xml file and ... *shabang*
Code: Select all
Using 1 thread(s). random number seed: 13373 scene file path: '*blah*\scenes\/xyz.xml' Using working directory path '*blah*\scenes\'. created world. Loading Scene '*blah*\scenes\/xyz.xml'... Using linear tone mapping with scale=4200000.000000 Using Reinhard tone mapping with pre_scale=2.000000, post_scale=1.000000 Loading lat/long env map '*blah*\scenes\\HDR/xyz.exr' ... Camera: white balance = D65, using CIE XYZ chromacity (0.312730, 0.329020) simple3d mesh vert mem used: 17.051MB (372480 verts) simple3d mesh tri mem used: 17.051MB (744960 tris) -----------TriTree::build()------------- 744960 tris. temp tris mem usage: 25.576MB intersect_tris mem usage: 34.102MB calcing root AABB. max tree depth: 41 reserving N nodes: 744960(5.684MB) leafgeom reserved: 2979840(11.367MB) tri_boxes mem usage: 22.734MB SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree. Fatal Error: SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree.
was using 740MB ram and 836MB swap as it crashed. So I'm wondering
if there is a hardcoded limit right now. From time to time I get the
3dsmax process up to use 2,4GB of ram/swap without a problem.
So is there a limit for Indigo like 1,6GB of ram even if I use the 3GB
switch? If this is the case, ... I would like to see a 64bit version, or
even better an optimized memory footprint. (erm .. right expression? *LOL*)
AMD Athlon64 3000+ @2,4Ghz; 2GB Ram
Thanx in advance! ;o)
edit: Ok, I reduced the polys to 186240 tris, but it crashes
also ... will investigate more tho.
edit 2: Hmm, ... seems to happen if one mesh has that many
tris ... will go on testing a bit more.