GUI vs. Level memory usage
by Warthog · in iTorque 2D · 11/30/2010 (1:13 am) · 2 replies
I'm using GUIs for splash screens and other info screens as they are easy and also allow me to load a level behind the GUI and then swap GUIs when the level is ready. My question is, is this really a good idea? When you aren't using a GUI does it still take up room in memory? Am I better off creating a new Level or Scene for things like instruction screens as I can delete the graphics when I'm done with the screen (Level).
If a GUI loads it's graphics when you exec the .gui file and never releases them, then I think I'm adding memory overhead.
Anybody know what is going on under the hood?
Thanks!
If a GUI loads it's graphics when you exec the .gui file and never releases them, then I think I'm adding memory overhead.
Anybody know what is going on under the hood?
Thanks!
Associate Rene Damm
GUIs usually acquire resources when they are woken up and release them when they go back to sleep. This means they will only consume resources while they are actually put on screen (not necessarily visible but part of the GUI control tree that is on screen).
This goes for the controls themselves as well as for the profiles they are referencing.