Memory size increase when destroy filetexture

I’d like to know what happen in memory when destroying texture!

FileTexture node destory loaded texture data when set nil string to input,
but it looks something left in memory…
with task manager, vvvv memory usage looks increase very small size.

It not important with simple patch, but it become serious problem when lots of texture and run vvvv long time.
I can’t preload them because texture files so many!

Attached simple patch to share my question. please use with task manager.
Does anyone know reason and a solution?

I’m using winXP SP2, beta23.

FileTextureTest.zip (44.6 kB)

helo mino,

i don’t see vvvvs memory increasing with the patch you provided. constantly switches between two values in taskmanager.

thanks joreg,

you’re right. my patch was not good sample.

i uploaded fixed patch again. also with large jpg. it connect Bang to switch(string).

my winXP, memory increase very slowly with Bang. and not decrease when delete Renderer.

Also i tried with Vista, here is result:

0 Bang: 37,384 K
1 Bang: 41,708 K
5 Bang: 44,356 K
10 Bang: 44,924 K
20 Bang: 44,984 K
30 Bang: 45,080 K
40 Bang: 45,168 K
50 Bang: 45,268 K

but if delete renderer, it back to 38,796 K.
it seems some connection with graphic card…

In my project, loading lots of images from over 1000 images depend on user input. reset TextureFile input looks work fine, but memory usage over 1.6GB running half a day.

FileTextureTest2.zip (688.8 kB)

please try with the Undo (VVVV)s Enabled set to 0. what you are seeing is probably only vvvvs endless undo queue filling up…

finally I solved this annoying problem! thank you sooo much joreg;-)
I also fixed some mistake at using sphere(EX9.Geometry) spreads in other subpatch, too. then memory usage not increasing.