Hello to all,
I have a problem with the glDrawArrays function and I can not find an explanation.
Environment: Windows 10 and a Win32 application (VB6 + Ocx written in VC++ 2015)
In the OnDraw of the ocx the glDrawBuffer is used every 100 ms to display data from device (a 2D curve).
The curve is displayed regularly.
In the loop the simplified code is
glVertexPointer (2, GL_DOUBLE, 0, m_dataCh1);
glColor3ub (GetRValue (m_foreColorY1), GetGValue (m_foreColorY1), GetBValue (m_foreColorY1));
glDrawArrays (GL_LINE_STRIP, m_currArrayStart, m_currArraySize);
Problem: during the display (which can last 30 minutes), they are continuously allocated
pieces of 1 or 2 M memory (Private Data). At the end, the memory is so fragmented that
the application becomes unusable. I noticed that the allocations source is the glDrawArrays.
What am I doing wrong?
(I attach a program image to work and allocated and fragmented memory)