On 5/09/2011 3:27 PM, Dave Booth wrote:
> With the latest build I keep getting an alert box for "memory pool low, 
> some sl functions disabled to avoid crash" and sure enough I crash a 
> couple minutes later..   but memory pool low?  I've usually got over 2g 
> of physical memory free when it hits, and the machine isnt even breaking 
> a sweat. I dont see a ramp up in memory use that might indicate a leak, 
> I look at the logs and I see the latest ERROR level entry is a "bad 
> memory allocation" for a texture. Somebody who's more current with the 
> code tell me where I should look to narrow this thing down enough to 
> file a JIRA...
A "bad memory allocation" could be indicative of a corrupted heap - or
of a badly fragmented heap causing an otherwise easy allocation to fail.

... after a few moments of additional reflection, it could be that the
texture header data itself is corrupt, and the system thinks that it
needs to make an absurdly large memory allocation.

In order of likelyhood (most to least), I'd say: corrupted texture
header data, corrupted heap, fragmented heap.
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