我对我的WPF代码中的内存泄漏有点困惑。我将一些3D几何渲染为几个RenderTargetBitmaps,然后将其渲染到一个大的主RenderTargetBitmap。但是当我这样做时,我会在一两分钟后得到一个内存泄漏,使我的应用程序崩溃。使用RenderTargetBitmap的WPF内存泄漏?
我在下面的简化代码中重现了错误。
private void timer1_Tick(object sender, EventArgs e) {
// if first time, create final stitch bitmap and set UI image source
if (stitch == null) {
stitch = new RenderTargetBitmap(1280, 480, 96, 96, PixelFormats.Pbgra32);
myImage.Source = stitch;
}
// create visual and render to img1
Rect rect = new Rect(new Point(160, 100), new Size(320, 80));
DrawingVisual dvis = new DrawingVisual();
using (DrawingContext dc = dvis.RenderOpen()) {
dc.DrawRectangle(System.Windows.Media.Brushes.LightBlue, (System.Windows.Media.Pen)null, rect);
}
RenderTargetBitmap img1 = new RenderTargetBitmap(640, 480, 96, 96, PixelFormats.Pbgra32);
img1.Render(dvis);
// create visual and render to final stitch
DrawingVisual vis = new DrawingVisual();
using (DrawingContext dc = vis.RenderOpen()) {
dc.DrawImage(img1, new Rect(0, 0, 640, 480));
}
stitch.Clear();
stitch.Render(vis);
}
任何人都可以看到任何明显的错误吗?为什么这段代码会有严重的内存泄漏?
我觉得我看到这一点。你会得到什么例外? – Gleno 2013-04-04 19:29:39