On Mon, 09 Mar 2009 12:36:40 +0100, Lukas Ruetz <[email protected]> wrote:
My application is a simple version of an image-slideshow. When the next
image is shown I call clutter_actor_destroy(previousActor) on the old
actor.
Is that enough to free the memory used by the texture?

yes.

Hi,

please let me ask once again. Also this simple test-app I've attached does
not free the image-memory during runtime. If calling
clutter_actor_destroy()
is enough as you say, then why is the memory not freed?

I looked into the clutter-code to see what has to be called. The debug
output
shows the disposing after clutter_actor_destroy():
...
Clutter-Message: [TEXTURE] clutter-texture.c:667: Texture dispose
Clutter-Message: [MISC] clutter-texture.c:191: == mark ==
Clutter-Message: [MISC] clutter-texture.c:2335: == mark ==
Clutter-Message: [MISC] clutter-actor.c:2054: Disposing of object (id=2)
of type `ClutterTexture' (ref_count:3)
Clutter-Message: [SCHEDULER] 5491244:clutter-stage.c:370: Adding idle
source for stage: 0x9758058
Clutter-Message: [TEXTURE] clutter-texture.c:667: Texture dispose
Clutter-Message: [MISC] clutter-texture.c:191: == mark ==
Clutter-Message: [MISC] clutter-texture.c:2335: == mark ==
Clutter-Message: [MISC] clutter-actor.c:2054: Disposing of object (id=2)
of type `ClutterTexture' (ref_count:1)
Clutter-Message: [MISC] clutter-actor.c:2090: Finalize object (id=2) of
type `ClutterTexture'
...

thanks in advance,
Lukas

Attachment: test.c
Description: Binary data

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