ChrisD, on 09 July 2015 - 02:20 AM, said:
at new[](UInt32 )
at Microsoft.Xna.Framework.Graphics.VertexBuffer.CreateBuffer(UInt32 dwSize, UInt32 usage, _D3DPOOL pool)
at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 elementCount, BufferUsage usage)
at ORTS.Viewer3D.TerrainPrimitive.GetVertexBuffer(Single& averageElevation)
at ORTS.Viewer3D.TerrainPrimitive..ctor(Viewer viewer, TileManager tileManager, Tile tile, Int32 x, Int32 z)
at ORTS.Viewer3D.TerrainTile..ctor(Viewer viewer, TileManager tileManager, Tile tile)
at ORTS.Viewer3D.TerrainViewer.<>c__DisplayClass8.<Load>b__1(Tile tile)
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Linq.Enumerable.<UnionIterator>d__81`1.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at ORTS.Viewer3D.TerrainViewer.Load()
at ORTS.Viewer3D.World.Load()
at ORTS.Viewer3D.Viewer.Load()
at ORTS.Processes.GameStateViewer3D.Load()
at ORTS.Processes.LoaderProcess.Load()
at ORTS.Processes.LoaderProcess.DoLoad()
at ORTS.Processes.LoaderProcess.LoaderThread()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
This is an external error, but it looks like it is the same kind of out-of-memory error but occurring in a component which cannot handle it as well as the texture loading. There's probably nothing we can do about this and it has the same cause System.OutOfMemoryException - namely that there's too much stuff loaded in to OR (virtual memory limits). I don't see any good reason why this would only happen with one version and not another.