I've got a basic program running SDL2 that loads a surface and a class wrapper that handles object creation/texture loading. Before I even start to generate objects SDL is streaming extra memory at around 4k a second.
Is this a known issue or could I have created some weird loop. I don't call any new objects in my code apart from the class to hold the objects that will be created:
pAsset_explosions= new GeneralObject("disposable_explosion.png", screenCoords);
pAsset_explosions->fLoadImages(mpRenderer);