Hi there,
In my wallpaper, the user can choose what mesh (Object3D loaded from .obj) to use in the preferences, and what skybox textures to use for the background. I'm changing both things in onSurfaceChanged() and it seems the memory usage grows up every time the wallpaper is restarted (with an orientation change for example).
I'm calling the dispose() method of the Framebuffer, World, and SkyBox (don't know if other classes also have this method) classes when the surface is destroyed. Also, when I replaceTexture() I previously call unloadTexture(), but all theses things don't keep the memory usage from growing. I've even tried to call the flush() method of the TextureManager class when the surface is destroyed, but again, the memory usage keeps growing. Forcing the garbage collector to run doesn't free up any memory, so I think the memory is referenced somewhere, but not in my code, because I null all the references onSurfaceDestroyed()....
What else should I do ?
Thank you!