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Memory isn't cleared after an OpenGL render of active viewport
Closed, ArchivedPublic

Description

--- Operating System, Graphics card ---
Mac OS 10.8.2. GTX580

--- Blender version with error, and version that worked ---
With error - 2.68.1 - r58652
Only just noticed the error, so not sure when this bug appeared.

--- Short description of error ---
After pressing the clapperboard icon to create an OpenGL image sequence, the memory isn't freed up upon completion. If another OpenGL render is then done, yet more memory is used. This can be repeated until there is no free memory left. Quitting Blender frees up the memory.

I haven't included a .blend, as this seems to happen in every .blend file.

--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Open Blender and export an OpenGL sequence of a viewport. Probably best to work with a complicated scene, as this seems to fill up the memory quicker. Upon completion, the memory used for the operation is still taken up. Repeat this process several times and the whole of your memory fills up, to the point where OpenGL export is very very slow and other applications struggle to work because of lack of available memory.

Event Timeline

Campbell, could you check on this?

I couldn't redo the issue here, OS X 10.8 and Nvidia 650M, tried with a few different .blend files but no luck. I can see a one time increase (to store the render result), but it does not keep increasing.

Please do attach a .blend file and mention what kind of memory increase you get on doing one OpenGL render with that. Also you can test with Load Factory Settings, and then doing the OpenGL render, and see if the issue persists. There may be some non-default setting in User Preferences > System that is causing this.

no blend file provided, and cant redo bug.

no response in over a week, closing.

Campbell Barton (campbellbarton) changed the task status from Unknown Status to Archived.Aug 27 2013, 4:00 AM