blob: dba4863948197697f64f58db594536bbc1b02000 [file] [log] [blame]
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.stress;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.shape.Sphere;
import com.jme3.util.NativeObjectManager;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Generates 400 new meshes every frame then leaks them.
* Notice how memory usage stays constant and OpenGL objects
* are properly destroyed.
*/
public class TestLeakingGL extends SimpleApplication {
private Material solidColor;
private Sphere original;
public static void main(String[] args){
TestLeakingGL app = new TestLeakingGL();
app.start();
}
public void simpleInitApp() {
original = new Sphere(4, 4, 1);
original.setStatic();
original.setInterleaved();
// this will make sure all spheres are rendered always
rootNode.setCullHint(CullHint.Never);
solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
cam.setLocation(new Vector3f(0, 5, 0));
cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y);
Logger.getLogger(Node.class.getName()).setLevel(Level.WARNING);
Logger.getLogger(NativeObjectManager.class.getName()).setLevel(Level.WARNING);
}
@Override
public void simpleUpdate(float tpf){
rootNode.detachAllChildren();
for (int y = -15; y < 15; y++){
for (int x = -15; x < 15; x++){
Mesh sphMesh = original.deepClone();
Geometry sphere = new Geometry("sphere", sphMesh);
sphere.setMaterial(solidColor);
sphere.setLocalTranslation(x * 1.5f, 0, y * 1.5f);
rootNode.attachChild(sphere);
}
}
}
}