![]() # Objective Fixes https://github.com/bevyengine/bevy/issues/16586. ## Solution - Free meshes before allocating new ones (so hopefully the existing allocation is used, but it's not guaranteed since it might end up getting used by a smaller mesh first). - Keep track of modified render assets, and have the mesh allocator free their allocations. - Cleaned up some render asset code to make it more understandable, since it took me several minutes to reverse engineer/remember how it was supposed to work. Long term we'll probably want to explicitly reusing allocations for modified meshes that haven't grown in size, or do delta uploads using a compute shader or something, but this is an easy fix for the near term. ## Testing Ran the example provided in the issue. No crash after a few minutes, and memory usage remains steady. |
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README.md |