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

    bitmapdata.draw() memory usage

    Forrest_UV

      Hi!

      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?

       

       

      EDIT:

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

       

      http://pixelpracht.wordpress.com/2010/07/06/drawing-api-memory-leak-in-flash-10-1/

      http://www.ciryusnights.com/flashStuff/BmpdDrawMemoryLeak.html

       

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