> I just got the lw 3.5 update for my toaster. lw 3.5 is great but I have noticed
> one problem. I loadin in a big scene that i have been created at work for this
> game im doing. Whet to press render and BOOM CRASH.. all it said on the
> screen was allocating RGB something. Then i had to reboot my system.
> The scene worked fine on the 3.1 version. All i did is load the scene and
> try to render it nothing special
> and it crashed. I think the vaule in the render segments might be to high
> and eating up memory? Also does lw keep the image data in memory or does
> it just pull them up when rendering? If it does keep it in memory does it
> use chip memory or regular? sorry im not a programmer so I dont know these things. If lw does keep the images in memory at all times wouldnt it be easier to
> load the texture in when redering? I know this might slow down rendering time
> but if the images are eating alot of chip ram you will eventually run out.
LW 3.5 now needs to have a full size frame buffer in memory. To figure
out the size of the buffer needed, multiply the width or your desired
output resolution by the height, then multiply the product by 4. This
will tell you in bytes how much RAM you need. If you do not have enough
memory left over for the frame buffer, LW will tell you. What hapened to
you is that you had just enough memory to allocate the frame buffer, but
not enough to allocate the RGB buffer. LW probably didn't have any memory
left to even bring up a requester to tell you.
Earlier versions segmented the output buffer, but because of changes and
additional to-be-released features, LW can no lnoger do this. Chances are
Allen will implement some type of virtual memory scheme to allow the
rendering of large images.
You could try lowering your segment memory to help free up some RAM, also
make sure that Modeler is not running and there are no Toaster programs
running (if you are running from the Toaster). Loading the GetSmall