@Axie Studios
thanks for that one, I was foolish enough to only use collectgarbage function, was not really aware of textureMemoryUsed. I see now thats its over the top. Will have to clean some things up.
Currently I read in the textures in the array as the program starts and circle through them. For the cloths textures I do the same but instead of loading them at the start to shorten start times I decided to load them as they are called to display.
I put them in array so I dont have to load them each time. So when you cycle through the cloths and color variations of cloths, texture memory starts growing as files are read in.
Seems the solution will be to clean the previous image and replace it with one that is needed called for display. When I do this then probably application will be much more stable.
And also what is difference between builds for:
iPhone + iPad (universal)
iPHone Only
iPad Only
I did iPhone only build? Should I go with universal, what do the rest of you use? [import]uid: 13099 topic_id: 27220 reply_id: 110758[/import]