no memory leak on ImageBuffer rendering

Turns out, <ImageBuffer>.image creates new Image instance which will NEVER be reclaimed (which causes OutOfMemoryError) unless manually destroy()ed.


Former-commit-id: 34840cf63e52e5635ec8acd5fb1bb78923c61063
Former-commit-id: aca4388320fae022a4744f75c1b0f66b544bdafb
This commit is contained in:
Song Minjae
2017-02-25 02:39:02 +09:00
parent d7b49b0f9d
commit 3b7e88b0af
6 changed files with 61 additions and 24 deletions

View File

@@ -155,10 +155,13 @@ class StateNoiseTexGen : BasicGameState() {
g.drawString("CPUs: ${Terrarum.THREADS}", Terrarum.WIDTH - 90f, 8f)
g.background = Color.cyan
g.drawImage(noiseImageBuffer.image,//noiseImage,
val img = noiseImageBuffer.image
g.drawImage(img,//noiseImage,
Terrarum.WIDTH.minus(imagesize).div(2).toFloat(),
Terrarum.HEIGHT.minus(imagesize).div(2).toFloat()
)
img.destroy()
}
override fun keyPressed(key: Int, c: Char) {