java - Heap allocation causes significant FPS drop after few restarts - LIBGDX -


this how load textureatlases each time restart level uses different textureatlas:

public void loadalltextures(){     if(atlas_main!=null) atlas_main.dispose();      if(atlas_secondary!=null) atlas_secondary.dispose();     assets.clear();     assets.load(main_atlasaback1_atlas, textureatlas.class);     assets.load(main_atlasaback1_skin, skin.class);      assets.finishloading();     if(!assets.isloaded(main_atlasaback1_atlas)){ try { thread.sleep(250); } catch (exception e) { e.printstacktrace(); }     } else { atlas_main = assets.get(main_atlasaback1_atlas); }      if(!assets.isloaded(main_atlasaback1_skin)){ try { thread.sleep(250); } catch (exception e) { e.printstacktrace(); }     } else { skin_main = assets.get(main_atlasaback1_skin); }        assets.load(main_atlas_sec_atlas, textureatlas.class);     assets.finishloading();     if(!assets.isloaded(main_atlas_sec_atlas)){ try { thread.sleep(250); } catch (exception e) { e.printstacktrace(); }     } else { atlas_secondary = assets.get(main_atlas_sec_atlas); }      atlas_main.gettextures().first().bind();     atlas_secondary.gettextures().first().bind(); } 

on weaker (hardware-wise) phones after 5-10 level restarts fps drops constant 60-61 fps 15-20 fps or barely moving @ all. each , every time call loadalltextures grow heap (frag case) in logcat. here screencap:

enter image description here

how can avoid heap alloc , restart levels number of times want?


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