In my app., using a simple statement like
print("Texture memory used: " .. system.getInfo("textureMemoryUsed"))
will sometimes print a *negative* result to the console, i.e. “Texture memory used: -1113952”. (It’s consistently in the same place when it does happen).
Also, I’ve often see wildly different texture memory usage reported on an actual device vs. on the Corona simulator. For example, during some testing of my app I displayed texture memory used and saw results like 0.021 mb on the device and Xcode sim, and 5.094 mb on the Cornoa sim.
I think there must be a bug or two in the way system.getInfo(“textureMemoryUsed”) polls the system. Any idea what’s going on? It’s pretty crucial to know the reality of texture memory usage during development, and right now I can’t say I trust any of the numbers I see.
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