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Question by johann.ly · May 23, 2013 at 02:41 AM · iosmemoryopengl

Is OpenGL Causing a "applicationDidReceiveMemoryWarning" Crash? (version 4.1.2f1)

Hello all,

Our game is currently crashing with an "applicationDidReceiveMemoryWarning" error after running for ~20 minutes on an iPad 3. According to our investigation, the following "OnPostRender" function seems to be eating up all of the memory. This function uses GL to create a temporary quad and uses it to draw a material during each frame. Is there something in this function that we are doing incorrectly? Thanks.

public void OnPostRender() { GL.PushMatrix(); GL.LoadOrtho();

     for (int i = 0; i < material.passCount; i++)
     {
             material.SetPass(i);
             GL.Begin (GL.QUADS);

             GL.TexCoord2(0,0); GL.Vertex3(0, 0, 0);
             GL.TexCoord2(1,0); GL.Vertex3(1, 0, 0);
             GL.TexCoord2(1,1); GL.Vertex3(1, 1, 0);
             GL.TexCoord2(0,1); GL.Vertex3(0, 1, 0);

             GL.End();
     }

     GL.PopMatrix ();

}

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