[Resolved] Beginner : texture memory AND sprites sheet

When i remove the brackets in the program the sheet is not deleted from the texture memory… Why ???

local sprite = require(“sprite”)

local sheet1 = sprite.newSpriteSheetFromData( “canard.png”, require(“canard”).getSpriteSheetData() )
local spriteSet1 = sprite.newSpriteSet(sheet1, 1, 8)
local toto = sprite.add( spriteSet1, “canard”, 1, 8, 800, 2 )

print (system.getInfo( “textureMemoryUsed” ))

–[[
local instance1 = sprite.newSprite( spriteSet1 )
instance1:setReferencePoint(display.TopCenterReferencePoint)
instance1.x = display.contentWidth / 2
instance1.y = (display.contentHeight / 2) - (instance1.height / 2)
instance1.xScale = 1
instance1.yScale = 1
instance1:prepare(“canard”)
]]–

sheet1:dispose()
sheet1 = nil

print (“Mem: “…(system.getInfo(“textureMemoryUsed”)/1000000)…” mb”)

And, how delete instance1 ? [import]uid: 69219 topic_id: 26732 reply_id: 326732[/import]

You have comment the block in a wrong way:

–[[
This is a block comment
–]]
–[[
This is not a block comment
]]–

Joakim [import]uid: 81188 topic_id: 26732 reply_id: 108368[/import]

ok, thanks… but that’s not the answer i expected ^^

i reformulate : sheet1:dispose() and instance1.removeSelf() don’t free texture memory… why ?

local sprite = require(“sprite”)

local sheet1 = sprite.newSpriteSheetFromData( “canard.png”, require(“canard”).getSpriteSheetData() )
local spriteSet1 = sprite.newSpriteSet(sheet1, 1, 8)
local toto = sprite.add( spriteSet1, “canard”, 1, 8, 800, 2 )

print (system.getInfo( “textureMemoryUsed” ))

local instance1 = sprite.newSprite( spriteSet1 )
instance1:setReferencePoint(display.TopCenterReferencePoint)
instance1.x = display.contentWidth / 2
instance1.y = (display.contentHeight / 2) - (instance1.height / 2)
instance1.xScale = 1
instance1.yScale = 1
instance1:prepare(“canard”)

sheet1:dispose()
sheet1 = nil
instance1:removeSelf()

print (“Mem: “…(system.getInfo(“textureMemoryUsed”)/1000000)…” mb”)
[import]uid: 69219 topic_id: 26732 reply_id: 108383[/import]

You need to wait until the next frame to get a read on the texture memory. Try putting the print inside of an enterframe event handler. [import]uid: 27183 topic_id: 26732 reply_id: 108428[/import]

Thanks Don, it works ! [import]uid: 69219 topic_id: 26732 reply_id: 108442[/import]