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
test.c
Description: Binary data
