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DotNet / PInvoke Stack Imbalance
« on: July 05, 2010, 04:46:21 am »
What version of SFML? This should be fixed in the latest revision of 2.0.
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Using a profiler I noticed that SFML.Graphic.Sprite instances do not get cleaned up. Running a program at 60FPS for a long time can make 60.000, 70.000 Sprite instances. How can I prevent that?
It runs fine on my GTX275 with less than 5000 bullets. The source code I posted before works perfectly. It's just if I add more than 4800-4900 bullets.
I can't use a single Sprite instance. Maybe you meant a single Image instance?
You might not be able to use a single sprite
Well looking at the code above should you really be creating a new vector every time you change the position and draw the sprite?
DDS goes directly into video memory without any decompression/work and is much smaller so any time you are moving around lots of texture data it's a lot faster. You may just notice the initial load being faster if you aren't doing anything complex.
How do you expect people to agree with you when you don't even pay attention to what people type?
Thanks for advices. It was image fault - too many colors.
Kind Regards
Fuv