I noticed today that my app crashes on some devices, but not on others…
When trying to debug the crash, I noticed it happened in a “newText” line…
Not only that, the reason for the crash was a problem with the memory.
I don’t know, if the crash is because the memory use was too large in KB, or because the texture generated was too big (like being 23808902734 pixels tall or something).
I am trying to do some testing, but without knowing how newText works, is hard…
So, newText seemly creates a texture in the memory and paste it on a OpenGL quad or something like that.
So:
First, using a group (like, two texts), generates a bigger texture or put two textures in the same quad?
Second, how I get the texture size actually generated in the memory in pixels?
Third, the “height” of the generated text is always in the basic logic coordinates?
Fourth, the texture generation takes account the multiplier you defined? (example, if it is running in @2 it creates 0.77777 always if you defined that it is 0.7777 or in some devices it might be 0.5, or 0.6 or 0.321 or whatever) [import]uid: 142895 topic_id: 31419 reply_id: 331419[/import]