@Mathies_H wrote:
I am currently making a mapeditor for my game. The background is made up of 2 large Texture2D that I generate using a RenderTarget2D. This works very well when I only need to generate the textures once, however if this is done a lot (Which happens when mapediting) it starts using more and more memory. The memory is never freed again even though I am calling .Dispose(), I am at a bit of a loss. So it got me wondering if I am misusing the Rendertarget and if there is an alternative to what I am doing.
Edit: I'll add that not using .Dispose() increases the memory usage a lot
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