Hi all,

I was working on a game using prerendered bitmaps for rotations and animations to make fulle use of copypixels. In other words: I create a bitmapdata for every rotation and animation. For my testing I used 360 rotations per graphic. An animated graphic with rotations would really skyrocket the memory usage as it would roughly use 360*Frames*BitmapData.

This all was fine and dandy untill I added a certain graphic to the prerendering. From that time on Flash would give me the error "ArgumentError: Error #2015: Invalid BitmapData." After some experimenting I've noticed that it has nothing to do with the bitmapdata, but it seems to give me this error when my totalmemoryusage is over about 23mb.

I think the problem is, that Flash just won't add anything when it uses that much memory. I'm not sure though, as Flash is able to give out of memory errors. That raises my first question, why don't I get out of memory errors? And the second ofcourse: is there a limit?

Has anybody got any experience with this or is able to find some documentation on it? I'm kinda stabbing in the dark here.