Texture allocations being doubled in iPhone OpenGL ES
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by Kyle
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Published on 2010-03-22T02:05:39Z
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2010/03/22
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The below couple lines are called 15 times during initialization. The tx->size is reported at 512 everytime, so this will allocate a 1mb image in memory 15 times, for a total of 15mb used.. However, I noticed instruments is reporting a total of 31 allocations! (15*2)+1
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tx->size, tx->size, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
Likewise in another area of my program that allocates 6 256x256x4 (256kB) textures.. I see 13 sitting there. (6*2)+1
Anyone know what's going on here? It seems like awful memory management, and I really hope it's my fault.
Just to let everyone know, I'm on the simulator.
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