Posted April 15, 20187 yr So the current way I've been using DynamicTextures is causing a constant memory leak as I have to create a new one every 10th of a second. I am creating the DynamicTexture using a BufferedImage I am creating at run time. My only problem is that I don't know how to update the texture after it has already been created with the initial BufferedImage. So to fix the memory leak issue, I need some way to either delete the previous DynamicTexture object or reuse the already existing one. I've looked into the MapItemRenderer as it uses the DynamicTexture but I am not sure how to implement this. This is essentially what I currently have: public static BufferedImage image = new BufferedImage(75, 75, BufferedImage.TYPE_INT_ARGB); public static DynamicTexture redrawnImage = new DynamicTexture(image); public static void updateImage() { redrawnImage.deleteGlTexture(); //(re-create the BufferedImage 'image' here) redrawnImage = new DynamicTexture(image); }
April 15, 20187 yr Author I THINK I fixed it. I looked more into the MapItemRenderer and tried creating my own texture handler based off of it. After running the game for a solid 10 minutes while running the redraw process (an amount of time which would have definitely ate up a bunch of memory by now), the leak seems to have been fixed. This is what I came up with to fix it: package com.Whodundid.main.util; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; import net.minecraft.client.renderer.texture.DynamicTexture; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.util.ResourceLocation; public class InGameTextureHandler { private final TextureManager textureManager; private final DynamicTexture texture; private int[] textureData; public InGameTextureHandler(TextureManager manager, DynamicTexture textureIn) { this.textureManager = manager; this.texture = textureIn; this.textureData = textureIn.getTextureData(); } public void updateTextureData(BufferedImage newImage) { int[] newImgData = ((DataBufferInt)newImage.getRaster().getDataBuffer()).getData(); if (this.textureData.length == newImgData.length) { for (int i = 0; i < newImgData.length; i++) { this.textureData[i] = newImgData[i]; } } this.texture.updateDynamicTexture(); } public ResourceLocation getTextureLocation() { return textureManager.getDynamicTextureLocation("texture/", texture); } } Then back in the class where I am re-creating the BufferedImage I do: public static BufferedImage image = new BufferedImage(75, 75, BufferedImage.TYPE_INT_ARGB); public static DynamicTexture redrawnImage = new DynamicTexture(image); public static InGameTextureHandler handler = new InGameTextureHandler(Minecraft.getMinecraft.getTextureManager(), redrawnImage); public static void updateImage() { //(re-create the BufferedImage 'image' here) handler.updateTextureData(image); }
April 15, 20187 yr Author Update: That does not appear to have fixed it. I am really not sure what is causing it at this point. EDIT: Tried another thing which actually fixed it: import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; import net.minecraft.client.renderer.texture.DynamicTexture; import net.minecraft.client.renderer.texture.TextureManager; import net.minecraft.util.ResourceLocation; public class InGameTextureHandler { private final TextureManager textureManager; private final DynamicTexture texture; private int[] textureData; private ResourceLocation loc; public InGameTextureHandler(TextureManager manager, DynamicTexture textureIn) { this.textureManager = manager; this.texture = textureIn; this.textureData = textureIn.getTextureData(); this.loc = textureManager.getDynamicTextureLocation("texture/", texture); } public void updateTextureData(BufferedImage newImage) { int[] newImgData = ((DataBufferInt)newImage.getRaster().getDataBuffer()).getData(); if (this.textureData.length == newImgData.length) { for (int i = 0; i < newImgData.length; i++) { this.textureData[i] = newImgData[i]; } } this.texture.updateDynamicTexture(); } public ResourceLocation getTextureLocation() { return loc; } } The problem was that it seemed to be creating a new ResourceLocation every time it returned the texture location. So to fix, I just made one and paired it with the dynamic texture. Edited April 15, 20187 yr by Whodundid
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