I am using copyPixels() to copy data from 12 large 3000x3600 bitmapData instances already loaded into memory. The data is being copied into a Bitmap which is the target for my BlitMask.
I've tried all sorts of permutations of using bitmapData.dispose() but whatever I do everytime I use copyPixels on one of the instantiated images it adds about another 40Mb to my BlitMask (probably the size of the 8bit 3000x3600pixel image in cache)
I try and force the garbage collection using System.pauseForGCIfCollectionImminent(0.01); but I only seem to increase the amount of memory being allocated.
It is only when I dispose of the BlitMask that I can free up memory.
Any ideas or should I try another approach? I have the feeling that because BlitMask caches the display object as a bitmapData object that it is also drawing in the cache created by the copyPixels() function.
I am trying to make a music score scroller so I cannot interrupt the display of the image whilst the music is playing.
Many Thanks