So...one would have to conclude that as long as you call GCCollect() after loading a new texture into an existing TImage, the previous surface will be destroyed. So in affect, Blitzmax does give us a way to handle texture management. Because otherwise, it appears the old surfaces will hang around till an internal garbage collection occurs.
So if you have 10 backgrounds for your game, you don't have to have 10 different TImage's, you can use the same one and load a different url when needed, just call GCCollect() after you load the new image and the old surface should be destroyed.
Unless....I still have this all wrong. Need a guru to set me straight! :)
So if you have 10 backgrounds for your game, you don't have to have 10 different TImage's, you can use the same one and load a different url when needed, just call GCCollect() after you load the new image and the old surface should be destroyed.
Unless....I still have this all wrong. Need a guru to set me straight! :)