Csantucci, on 12 December 2021 - 12:45 AM, said:
I also have the same problem with the signals, how is it solved?
Posted 16 December 2021 - 10:47 AM
Posted 17 December 2021 - 01:23 AM
public void Sweep() { foreach (var path in ShapeMarks.Where(kvp => !kvp.Value).Select(kvp => kvp.Key)) { var shape = Shapes[path]; Shapes.Remove(path); if (Viewer.Settings.ReduceMemory) { foreach (var lod in shape.LodControls) for (var subObjectIndex = 0; subObjectIndex < lod.DistanceLevels[0].SubObjects.Length; subObjectIndex++) foreach (var prim in lod.DistanceLevels[0].SubObjects[subObjectIndex].ShapePrimitives) prim.VertexBuffer.Dispose(); shape = null; } } }
Posted 17 December 2021 - 01:48 AM
var shape = Shapes[path]; Shapes.Remove(path); shape.Dispose();
Posted 17 December 2021 - 03:44 AM
Posted 17 December 2021 - 05:54 AM
Posted 17 December 2021 - 07:20 AM
Posted 17 December 2021 - 08:48 AM
Posted 17 December 2021 - 06:14 PM
Posted 22 December 2021 - 05:32 AM
Posted 22 December 2021 - 08:50 AM
Csantucci, on 17 December 2021 - 01:23 AM, said:
public void Sweep() { foreach (var path in ShapeMarks.Where(kvp => !kvp.Value).Select(kvp => kvp.Key)) { var shape = Shapes[path]; Shapes.Remove(path); if (Viewer.Settings.ReduceMemory) { foreach (var lod in shape.LodControls) for (var subObjectIndex = 0; subObjectIndex < lod.DistanceLevels[0].SubObjects.Length; subObjectIndex++) foreach (var prim in lod.DistanceLevels[0].SubObjects[subObjectIndex].ShapePrimitives) prim.VertexBuffer.Dispose(); shape = null; } } }