From 567f6731bcc92452841a2cd445c7f5917dca528e Mon Sep 17 00:00:00 2001 From: lh <2334563547@qq.com> Date: Mon, 26 Oct 2026 10:35:13 +0800 Subject: [PATCH] =?UTF-8?q?fix(nm3d):=20=E9=81=BF=E5=85=8D=E5=8A=A8?= =?UTF-8?q?=E7=94=BB=E5=88=87=E5=B8=A7=E5=8F=8D=E5=A4=8D=E9=87=8D=E5=BB=BA?= =?UTF-8?q?=20OpenGL=20=E6=98=BE=E7=A4=BA=E5=88=97=E8=A1=A8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 为后处理结果网格启用即时绘制,缓解连续播放时的内存增长。 --- Src/nmNum/nmSubWxs/nmPebiResultSceneController.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Src/nmNum/nmSubWxs/nmPebiResultSceneController.cpp b/Src/nmNum/nmSubWxs/nmPebiResultSceneController.cpp index 990f517e..bba5d943 100644 --- a/Src/nmNum/nmSubWxs/nmPebiResultSceneController.cpp +++ b/Src/nmNum/nmSubWxs/nmPebiResultSceneController.cpp @@ -23,6 +23,7 @@ #include #include #include +#include #include #include #include @@ -345,6 +346,10 @@ public: return false; } m_pMeshLayer = pLayer; + // 切帧会使旧 OpenGL 后端重建显示列表;部分驱动在此路径上 + // 持续保留内存。结果网格直接绘制,避免逐帧编译显示列表。 + // 必须设置具体 Mapper,全局开关不会刷新已缓存的绘制配置。 + m_pMeshLayer->getMapper()->ImmediateModeRenderingOn(); bCreatedMesh = true; m_pMeshLayer->getActor()->GetProperty()->SetEdgeColor( 0.0, 0.0, 0.0);