I've been working on trying to make some visual effects for a javascript game I'm creating, and I noticed a piece of code that I'm using to modulate the color of my sprites makes my browsers memory usage go up and up, seemingly without limit.
You can see the code and the memory leak here: http://timzook.tk/javascript/test.html
This memory leak only happens in my updateimage() function when I call getImageData from my canvas context every frame (via setInterval) in order to make a new ImageData object to recolor. I would have thought that javascript's garbage collector would be destroying the old one, but if not I have no idea how to destroy it manually. Any help figuring out why it does this or how to fix it would be appreciated.
My question is very similar to this one: What is leaking memory with this use of getImageData, javascript, HTML5 canvas However, I NEED my code to run every frame in the functioned called by setInterval, his solution of moving it outside the setInterval function isn't an option for me, and I can't leave a comment asking if he found some other method of solving it.
Note to people testing it out: Since this example uses getImageData, it can't be tested out locally just by throwing it in a .html file, a web server is required. Also it obviously uses HTML5 elements so some browsers won't work with it.
Edit: *SOLVED* Thanks, the solution below fixed it. I didn't realize that you could use a canvas element the same way as you could use an image in drawImage(), I restructured my code so it now uses significantly less memory. I uploaded this changed code to the page linked above, if anyone wants to see it.