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Even when we are rotating small parts of an huge sprite, we're allocating memory for the whole sprite area instead of the small rotated portion. We should calculate the maximum size required for the rotated image and use that dimensions for temporal memory.
The text was updated successfully, but these errors were encountered:
Even when we are rotating small parts of an huge sprite, we're allocating memory for the whole sprite area instead of the small rotated portion. We should calculate the maximum size required for the rotated image and use that dimensions for temporal memory.
The text was updated successfully, but these errors were encountered: