Is there any way to force roBitmaps to be garbage collected immediately, rather than waiting for channel exit?
I'm working on something that will be using vast tracts of video memory, but not all at once. I believe I can fit my needs for any given moment within the available RAM, but I need to be able to immediately evict old bitmaps so that I can load/create new ones. Unfortunately, if there is a way to do this, I have not yet found it.
The alternative of course is to create several large texture atlases at startup, and manually page my textures in and out of them. Unfortunately that means complexifying a fair chunk of BrightScript -- not so much "hard" as "slow to code, slow to debug, and slow to execute". 😕
So ... any idea how to fully garbage collect video memory? I can probably manage my bitmap usage well enough to choose the right time to absorb a small pause (<1 second, smaller is better of course) without the user being the wiser, so a "stop the world" collection is not the worst thing ever if that's what it comes to.