我有一個很好很簡單的方法來加載我的iPhone應用程序中的紋理,其中我glGenTextures(13, &textures[0]);
。當然,在這我做glDeleteTextures(13, textures);
,但內存沒有完全釋放,直到我註釋掉該行末尾: CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage);'
(其在具有紋理全黑當然結果),雖然下一行說:CGContextRelease();不釋放上下文?
CGContextRelease(textureContext);
這是載入紋理的完整代碼:
- (void)loadTexture:(NSString *)name intoLocation:(GLuint)location {
CGImageRef textureImage = [UIImage imageNamed:name].CGImage;
if (textureImage == nil) {
NSLog(@"Failed to load texture image");
return;
}
NSInteger texWidth = CGImageGetWidth(textureImage);
NSInteger texHeight = CGImageGetHeight(textureImage);
GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight << 2);
int k, l = texWidth * texHeight << 2;
for (k=0; k<l; k++) textureData[k] = 0;
CGContextRef textureContext = CGBitmapContextCreate(textureData, texWidth, texHeight, 8, texWidth << 2, CGImageGetColorSpace(textureImage),
kCGImageAlphaPremultipliedLast);
CGContextTranslateCTM(textureContext, 0, texHeight);
CGContextScaleCTM(textureContext, 1.0, -1.0);
CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage);
CGContextRelease(textureContext);
glBindTexture(GL_TEXTURE_2D, location);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
free(textureData);
glEnable(GL_TEXTURE_2D);
}
代碼看起來還行;你是如何確定有泄漏發生的? – 2010-02-16 17:59:18
這種方法沒有泄漏。只是當我加載這樣的紋理時,我無法釋放我用來加載這些紋理的內存:| – Tom 2010-02-24 23:44:54