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Trouble with memory #77
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We'd need to see the actual flump data to make any sort of diagnosis. How many texture atlases are being generated? How big are they? |
I load ZIP. Zip-file have a texture(256x128), library.json an other files. I load or embed this zip in my application(LibraryLoader.loadUrl or LibraryLoader.loadBytes). I get Library after complete loading. After this I create a movies from a library in cycle. Where I do mistake? When I created 200 identical movies, I had 12 fps, GPU Memory 2,4 Mb, CPU memory 187 Mb. P.S. Sorry for my terrible English )) |
It doesn't sound like you've necessarily made a mistake in your Flump usage - but we simply aren't able to debug your program without having access to it. Have you profiled your program with Scout to see how all that memory is being used? |
Yes I have. I'll show it on the Monday, because it on the office PC. |
Hi. Current Total Memory - 164,600 KB Stage3D Draw Calls per Present - 24 This is a link at scout file: May I send a project to you? |
Yeah - do you have Dropbox? You could stick it there and send me a link to it. |
This is a project with different libraries(Starling,Flump,DragonBones). P.S. But, I dont know, what do with memory. |
Hi, guys
I try to use flump to create animations of heroes. My animation contains over 500 frames. When I used SpriteSheets with Starling for creating 200 identical animations in a cycle, my application took 26 - 30 Mb of memory. And the amount of DrawCalls was 1.
But when I used Starling+Flump with identical animation it took almost 200 mb.
My code:
Could you help me with this trouble?
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