I am loading an image from disk into a texture within an endless loop. When this happens the amount of RAM my application is using gradually starts to increase. After several hours an “Error” dialog box appears and then a Visual C++ Runtime Error box. When I open the Unity log file it states that a GLIB error has been encountered, and 128bytes could not be allocated. Any idea what’s happening? Here is the segment of code:
this.m_renScreen.materials[1].mainTexture = new Texture2D(300, 300, TextureFormat.DXT1, false);
while(this.m_bGetImage)
{
var l_strPath : String = this.GetImagePath();
if(l_strPath == null)
{
yield WaitForSeconds(0.1);
continue;
}
var l_www : WWW = new WWW("file://" + l_strPath);
yield l_www;
l_www.LoadImageIntoTexture(this.m_renScreen.materials[1].mainTexture);
}
Thanks!