i want to set the color of a specific pixel in the ByteBuffer of a JME Image 60 times per second.
Now i would like to show these changes on the screen.
At the moment i update the texture in this way:
//Delete first texture unit
//Update the texture
The problem is, that the memory usage of the programm increases with the time.
I have a 2562563 Image (RGB8). The memory usage increases by ca. 2mb / second.
Where is the failure ?
I tried the Renderer.updateTexture method, but it still has the same effect. I think there is somewhere a bug in the texture management from jME.
i've read somewhere JME2 don't properly unload texture… but i can't find the post, sorry