Comments (1)
This one is unfortunately (probably) hard to avoid, at least I can't think of a good way to avoid it.
The way this works is that the DrawImage function will (when using OpenGL) allocate a texture and load the image into it. To delete the texture, the Image type actually has a Delete
function on it, but as a safety catch there is also a finalizer so that the texture will be deleted if the garbage collector clears the image.
This is not ideal, but my reasoning was that it makes it really easy to just call DrawImage with an image, and you don't have to worry about anything more in most cases. But in this kind of case it does cause a lot of memory use.
What you can also do is something like this:
var cvimg *canvas.Image
if cvimg == nil {
cvimg, _ = cv.LoadImage(img)
} else {
cvimg.Replace(img)
}
The Replace
function will actually replace the texture and should not increase the memory usage.
Hope that helps, but I'm also open to suggestions for how to do this in a better way.
from canvas.
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from canvas.