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Added a couple documentation notes for plausible memory leak if asset manager does not work correctly
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@ -123,6 +123,7 @@ public class Dc6 extends Dc<Dc6.Dc6Direction> {
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final Texture[] texture = direction.texture;
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if (combineFrames == 0 || (combineFrames == -1 && frame[0].width < Dc6.PAGE_SIZE)) {
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for (int f = 0; f < numFrames; f++) {
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// FIXME: memory leak if called multiple times, asserted asset manger works correctly
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Texture t = texture[f] = new Texture(pixmap[f]);
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frame[f].texture.setRegion(t);
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pixmap[f].dispose();
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@ -145,6 +146,7 @@ public class Dc6 extends Dc<Dc6.Dc6Direction> {
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numPages = numFrames / (rows * columns);
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for (int p = 0, s = numPages, f = 0; p < s; p++) {
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int x = 0, y = 0;
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// FIXME: memory leak if called multiple times, asserted asset manger works correctly
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Texture t = texture[p] = new Texture(width, height, INDEXED);
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frame[p].texture.setRegion(t);
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for (int r = 0; r < rows; r++, x = 0) {
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@ -120,6 +120,7 @@ public final class Dcc extends Dc<Dcc.DccDirection> {
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final Pixmap[] pixmap = direction.pixmap;
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final Texture[] texture = direction.texture;
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for (int f = 0; f < numFrames; f++) {
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// FIXME: memory leak if called multiple times, asserted asset manger works correctly
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Texture t = texture[f] = new Texture(pixmap[f]);
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frame[f].texture.setRegion(t);
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pixmap[f].dispose();
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