Advertisement Jump to content
Sign in to follow this  
Paragon123

Sfml.net Memory Release

This topic is 900 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

So, I know that you have to explicitly release Textures, Fonts and SoundBuffers... but do I have to explicitly release Sprites, TextWriters and Sounds?

 

 

 

For example  which Release function (if any) are correct,

<Somewhat psuedo code>

Class c{
 
 c(){
   Texture T=new Texture("filename")
   Sprite s=new Sprite(T)
 }
 
  Release_A()
{
  s.Dispose();
}
 
 Release_B()
{
  T.Dispose();
   s.Dispose();
}
 
 Release_C()
 {
    T.Dispose();
     s.Texture.Dispose();
     s.Dispose();
 }
 
 Release_D()
 {
    T.Dispose();
 }
}

Additionally, assuming that I have a AssetManager such as

class AssetManager{
   Dictionary<String,Texture> textures;
 
     LoadTexture(filename, alias){
     if (!textures.containskey(alias))
        LoadTexture(file, alias){ textures.Add(alias, new Texture(file));
  }
    GetTexture(alias)
  {
     return textures[alias]; 
  }
}

Then every texture used is Always obtained by 1) Loading it into the asset manager, then 2) retreiving it from asset manager

 

Do I need to release the Textures from each individual sprite, or can i just release the textures in the asset manager?

Edited by Paragon123

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!