Reputation: 10206
I am creating a cgimage using this code:
UIGraphicsBeginImageContext(CGSizeMake(size*2, size*2));
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[SKColor colorWithWhite:0.8 alpha:1] setFill];
CGContextFillEllipseInRect(ctx, CGRectMake(0, 0, size*2, size*2));
UIImage *textureImage = UIGraphicsGetImageFromCurrentImageContext();
SKTexture *texture = [SKTexture textureWithImage:textureImage];
SKSpriteNode *node = [SKSpriteNode spriteNodeWithTexture:texture];
Clearly it is the source of the problem.
I tried wrapping it in an autorelease block and I tried cfreleasing the cgimageref, but I'm using ARC so those don't really do anything. What is going on??
Upvotes: 1
Views: 264
Reputation: 89509
I think you probably need a call to UIGraphicsEndImageContext to clean things up somewhat.
Also, set your "textureImage
" to nil after you create your SKTexture object and see if that helps a bit.
Upvotes: 3