All bitmap variables that were assigned to any list
Must be set to invalid. All held texture requests
Must be set to invalid
Not home right now but the idea is
For each texture in texturelist
Texture.bitmap = invalid
Texture.TRequest = invalid
End for
All and every held reference must be set
To invalid like any other object before memory
Is released
If you look at your telnet list
You can see the bitmaps that are still
In memory. They are the same size as
Your images with 3 extra bytes. May be 4
Don't really look at those extra bytes much
When you don't see them in the
List anymore then they
Are all released. There is one exception
Which occurs when bitmaps are released
And swapbuffers or finish is not called
Then you may notice hanging bitmaps
People on here worked without r2d2_bitmaps
For years. I would have packed it away
If I had to keep guessing or constantly
Measuring.
My Channels: 2D API Framework Presentation: https://owner.roku.com/add/2M9LCVC
Updated: 11-11-2015 - Completed Keyboard interface
The Joel Channel ( Final Beta )