iOS - Placing Texture2Ds in Array cause Memory Leak?
Hello,
I have a bunch of dynamic texture2Ds that are being created during run-time. They are then placed in an array.
When I destroy the textures, and release them from memory on iOS, the memory isn't fully released, and this only seems to be happening when I place these textures in an array before hand. I also clear and resize the array, as well as destroying, and nulling the array.
So my question is; placing texture2Ds in an array, will this cause memory issues/leaks of some kind on iOS? If so, how do I resolve this issue? (I'm using the builtin arrays - .NET).
Thanks.
Your answer
Follow this Question
Related Questions
iOS - Memory Issue with Dynamic Texture2D [Paid] 0 Answers
Memory leak with creating a new Texture2D 0 Answers
[WebGL 2.0] Texture2DArray support? 1 Answer
Memory Profiler shows assets are loaded that are not referenced anywhere in scene 0 Answers
On Demand Resources downloads data but can't access to it. 0 Answers