I can confirm there is a memory leak issue with Windows OpenGL2 in the latest versions of Ogre. Unfortunately, this is an upstream issue and nothing I can address due to lack of tooling in Windows.
Checking the game in Linux, it does have a couple really tiny leaks, most of which are in upstream libraries. The Unix builds suffer from a Vorbis leak when using OGG files (it also crashes when you close the game), and CEF also leaks a block per load page load. Both of these are upstream issues and the former a known issue for over a decade. The AI can also trigger a minor leak, and by minor, I mean about 600kb over 360 turns. I already put in a fix for that. Total leakage, 3mb over 360 turns. But there are no VRAM or major system ram leaks.
Anyway, I have planned for a while to implement FreeImage codecs, which we used for all other versions of the game, in hopes that it improves DX9 stability and fixes the fuzzy issue. Perhaps the issue with OpenGL is related, but it is unlikely. I also planned on making a cut down version of the engine to pass along upstream to have some of my issues duplicated and addressed. But both of these plans were foiled by how long it took to complete 2.4. With the up coming pause to the FBS system after Milestone #5 is funded, I'll likely get both done around then. Since I plan on halting the FBS for a good 6 months or so.
Checking the game in Linux, it does have a couple really tiny leaks, most of which are in upstream libraries. The Unix builds suffer from a Vorbis leak when using OGG files (it also crashes when you close the game), and CEF also leaks a block per load page load. Both of these are upstream issues and the former a known issue for over a decade. The AI can also trigger a minor leak, and by minor, I mean about 600kb over 360 turns. I already put in a fix for that. Total leakage, 3mb over 360 turns. But there are no VRAM or major system ram leaks.
Anyway, I have planned for a while to implement FreeImage codecs, which we used for all other versions of the game, in hopes that it improves DX9 stability and fixes the fuzzy issue. Perhaps the issue with OpenGL is related, but it is unlikely. I also planned on making a cut down version of the engine to pass along upstream to have some of my issues duplicated and addressed. But both of these plans were foiled by how long it took to complete 2.4. With the up coming pause to the FBS system after Milestone #5 is funded, I'll likely get both done around then. Since I plan on halting the FBS for a good 6 months or so.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski