sprite_flush(array);
Argument | Description |
---|---|
array | Array with the sprite indices to flush |
Returns: N/A
With this function you can remove any number of sprite textures
- and the texture pages they are assigned to - from video memory
(their texture pages will be reloaded on next use of any sprite
from them). You supply an array of sprite asset indices and they
will be removed from memory when the function is called. It is
worth noting that by default on the Windows platforms (YYC
and standard) all textures will always be loaded into memory on
start-up. If you are making a cross platform game, then you can
leave this function in your code for the Windows target as it will
not give any error and just not do anything. However you can also
force the Windows target to not load any textures on startup and so
use the flush and prefetch functions as you would on all other
platforms (the setting can be found in the
Windows Global Game Settings window).
spr_a[0] = spr_Player_Aura1;
spr_a[1] = spr_Player_Aura2;
spr_a[2] = spr_Player_Aura3;
spr_a[3] = spr_Player_Aura4;
sprite_flush_multi(spr_a);
The above code creates an array where each element holds a sprite index. This array is then used to clear those sprite textures from memory.