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?
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