0 Replies Latest reply on Nov 23, 2010 10:26 AM by Forrest_UV

    bitmapdata.draw() memory usage



      Flash cs5 air 2

      I use bitmapdata.draw method to render on the screen at 30fps. (ENTERFRAME)

      What I don't uderstand is why every time i call bitmapdata.draw method inside my render function memory usage grows till GC kicks in every n. seconds (it depends on how many bitmapdata I draw)

      I'm not creating anything on the fly, just drawing the same bitmapdata with a different position matrix.

      Tried copypixels instead and I did NOT have that issue..

      Something I don't know?




      after some search I found that many others had that memory issue:





      I really can't believe I have to use that workaround....Adobe?