I just wanted to bump this up, because I don’t see the issue listed in the public Bug Tracker (although I’m fairly certain Ansca confirmed at some point that they’re aware of this and the issue has been assigned to the programming team). This issue has been outlined and discussed in various other threads, but to summarize, when an object has a physical body attached to it, its texture memory remains locked in memory even after the object is thoroughly removed (using removeSelf(), all references to it deleted, and the object itself nil’led out. If the object doesn’t have a physics body attached, the texture memory is cleared properly, so it’s obviously related to the physics system.
In my opinion, this should be considered a “critical” issue in the Bug Tracker. My current game is a fairly intensive physics simulation, and it will have numerous levels using a decent amount of images. If I can’t effectively clear the texture memory, it will rapidly bog down.
Thanks for your attention,
Brent Sorrentino
Ignis Design
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