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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+package jme3test.stress;
+
+import com.jme3.app.SimpleApplication;
+import com.jme3.material.Material;
+import com.jme3.math.Vector3f;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.Mesh;
+import com.jme3.scene.Node;
+import com.jme3.scene.Spatial.CullHint;
+import com.jme3.scene.shape.Sphere;
+import com.jme3.util.NativeObjectManager;
+import java.util.logging.Level;
+import java.util.logging.Logger;
+
+/**
+ * Generates 400 new meshes every frame then leaks them.
+ * Notice how memory usage stays constant and OpenGL objects
+ * are properly destroyed.
+ */
+public class TestLeakingGL extends SimpleApplication {
+
+ private Material solidColor;
+ private Sphere original;
+
+ public static void main(String[] args){
+ TestLeakingGL app = new TestLeakingGL();
+ app.start();
+ }
+
+ public void simpleInitApp() {
+ original = new Sphere(4, 4, 1);
+ original.setStatic();
+ original.setInterleaved();
+
+ // this will make sure all spheres are rendered always
+ rootNode.setCullHint(CullHint.Never);
+ solidColor = assetManager.loadMaterial("Common/Materials/RedColor.j3m");
+ cam.setLocation(new Vector3f(0, 5, 0));
+ cam.lookAt(Vector3f.ZERO, Vector3f.UNIT_Y);
+
+ Logger.getLogger(Node.class.getName()).setLevel(Level.WARNING);
+ Logger.getLogger(NativeObjectManager.class.getName()).setLevel(Level.WARNING);
+ }
+
+ @Override
+ public void simpleUpdate(float tpf){
+ rootNode.detachAllChildren();
+ for (int y = -15; y < 15; y++){
+ for (int x = -15; x < 15; x++){
+ Mesh sphMesh = original.deepClone();
+ Geometry sphere = new Geometry("sphere", sphMesh);
+
+ sphere.setMaterial(solidColor);
+ sphere.setLocalTranslation(x * 1.5f, 0, y * 1.5f);
+ rootNode.attachChild(sphere);
+ }
+ }
+ }
+}