I'm a little baffled by a memory leak in my WPF code. I'm rendering some 3D geometry to several RenderTargetBitmaps, then rendering each of those to a large, master RenderTargetBitmap. But when I do this, I get a memory leak that crashes my app after just a minute or two.
I've reproduced the error in the following simplified piece of code.
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);
}
Can anyone see anything obvious that is going wrong here? Why would this code have an egregious memory leak?