Closed hobsynth closed 9 years ago
Thanks for the report! I'm happy to hear about any users not having switched to SpriteKit. :smile: @racarone — perhaps you can look into it when you've got some time? Thanks in advance!
I agree with Daniel, good to hear! =)
Well I took a look and it seems like it's a bug on Apple's side! The private IOAccelerator framework looks like the culprit and this only occurs if the EAGLContext's 'multithreaded' property is set to YES. Each time 'presentRenderbuffer:' is called with 'multithreaded' enabled, it leaks some memory down at the driver level. Sparrow 2.1 didn't use this property so it never had this problem. I've just disabled it for now until it's fixed by Apple.
Thanks! I was seeing the same thing.
Thanks a lot, Robert! Why am I not surprised that this is a problem with one of Apple's APIs, not Sparrow ... sigh ... we've seen that too often for my taste. :unamused:
Yup, once again! =P
Hi, I love the library & continue to use regardless of SpriteKit!
I've been working with the latest 2.2. I noticed, not only in my project but also in your demo projects there is a slow but steady memory climb in the debugger.