[mono-android] debugger constantly detaches
l0nestar
allan.bentham at thumbstar.com
Tue Jun 12 15:33:01 UTC 2012
I think I may of found the cause,
In my inner render loop I had:
float[] m = new float[]
{
tm.M11, tm.M12, tm.M13, tm.M14,
tm.M21, tm.M22, tm.M23, tm.M24,
tm.M31, tm.M32, tm.M33, tm.M34,
tm.M41, tm.M42, tm.M43, tm.M44,
};
GLES11.GlLoadMatrixf(m, 0);
I now allocate m once and reuse it and the debugger stays connected. w00t!
Of course allocating a new float[16] for every single draw is very poor, but
the question is why do I not get an out of memory error or equivalent
though?
(incidentally this probably explains why enabling tracing didn't reveal any
clues as the frequency of the allocations dropped accordingly)
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