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?