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EWeiss
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#8

Re: glDeleteTextures gibt Speicher nicht frei

  Alt 23. Mai 2008, 11:42
Ich lade sie so..

Delphi-Quellcode:
    if Assigned(QuadTexture) then
    begin
      glDeleteTextures(Length(QuadTexture), @QuadTexture[Low(QuadTexture)]);
      SetLength(QuadTexture, 0);
    end;

    glDeleteTextures(1, @BackTexture); // Texture für Hintergrund
    glDeleteTextures(1, @GradientTex); // Texture für DiskSpectrum
    glDeleteTextures(1, @MeterTexture); // Texture für VUMeter
    glDeleteTextures(1, @PeaksTexture); // Texture für Peaks
    glDeleteTextures(1, @SpectrumTexture); // Texture für Spectrum
    glDeleteTextures(1, @BarTexture); // Texture für Slider
    glDeleteTextures(1, @PrivateTexture); // Texture für CDLabel

    if assigned(aCovers) then
     aCovers.Free;

    // Lade Cover für Quader
    aCovers := TStringList.Create;
    if CoverPath <> 'then
    begin
      if CoverPath <> Path then
        ScanDirectory(CoverPath, 'bmp, tga, jpg', True);

      tmpC := 0;
      if (aCovers.count <= QuadCount) then
      begin
        for i := 0 to aCovers.count-1 do
        begin
          if (ExtractFileName(AnsiLeftStr(aCovers.Strings[i], Length(aCovers.Strings[i]) - 4)) = 'COVER')
            or (ExtractFileName(AnsiLeftStr(aCovers.Strings[i], Length(aCovers.Strings[i]) - 4)) = 'CDLABEL') then
            begin
              if FileExists(Path + UpperCase('Data\images\CompDisk\Default\NoCover.jpg')) then
                LoadTexture(Path + 'Data\images\CompDisk\Default\NoCover.jpg', quadTexture[i], False);
              dec(tmpC);
            end else
            begin
              LoadTexture(aCovers.Strings[i], quadTexture[tmpC], False);
            end;
            inc(tmpC);

        end;

        if (QuadCount >= (aCovers.count - 1)) then
        begin
          for q := (aCovers.count - 1) to QuadCount do
            if FileExists(Path + UpperCase('Data\images\CompDisk\Default\NoCover.jpg')) then
              LoadTexture(Path + 'Data\images\CompDisk\Default\NoCover.jpg', quadTexture[q-1], False);
        end;
        exit;
      end;


      tmpA := 0;
      if (aCovers.count >= QuadCount) then
      begin
        for i := 0 to aCovers.count-1 do
        begin
          if (ExtractFileName(AnsiLeftStr(aCovers.Strings[i], Length(aCovers.Strings[i]) - 4)) = 'COVER')
            or (ExtractFileName(AnsiLeftStr(aCovers.Strings[i], Length(aCovers.Strings[i]) - 4)) = 'CDLABEL') then
            begin
              if FileExists(Path + UpperCase('Data\images\CompDisk\Default\NoCover.jpg')) then
                LoadTexture(Path + 'Data\images\CompDisk\Default\NoCover.jpg', quadTexture[i], False);
              dec(tmpA);
            end else
            begin
              if (tmpA) <= QuadCount-1 then
                LoadTexture(aCovers.Strings[i], quadTexture[tmpA], False);
            end;
            inc(tmpA);
          end;

          if (QuadCount >= (aCovers.count - 1)) then
          begin
          for q := (aCovers.count - 1) to QuadCount do
            if FileExists(Path + UpperCase('Data\images\CompDisk\Default\NoCover.jpg')) then
              LoadTexture(Path + 'Data\images\CompDisk\Default\NoCover.jpg', quadTexture[q-1], False);
          end;
      end;
    end;
aCovers ist ne TStringList

Ok kann man besser machen
Das laden funktioniert ja lediglich das freigeben nicht

Zum laden benutze ich den Textureloader von Sulaco

gruss Emil
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