I followed the tutorial here:
http://developer.anscamobile.com/code/display-objects-and-texture-memory
But memory doesn’t seem to get freed when in my project.
To verify this, I created this simple project:
[lua]local splashScreen = nil
print( “TextureMemory: " … system.getInfo(“textureMemoryUsed”) … " bytes” )
– output: TextureMemory: 0 bytes
splashScreen = display.newImage(“splash_screen.png”, 0, 0)
print( “TextureMemory: " … system.getInfo(“textureMemoryUsed”) … " bytes” )
– output: TextureMemory: 664320 bytes
splashScreen:removeSelf()
splashScreen = nil
print( “TextureMemory: " … system.getInfo(“textureMemoryUsed”) … " bytes” )
– output: TextureMemory: 664320 bytes[/lua]
What gives? Am I allocating/deallocating things the wrong way? Or is there a bug? I’m using version 2010.9.16.148 [import]uid: 7026 topic_id: 3256 reply_id: 303256[/import]