title: Rendering textures causing memory leak
body: <p>Inside my game I have this code. It renders a texture that serve as a button:</p>
  
  <pre><code>private void drawStart(){
  
      startTexture = new Texture(Gdx.files.internal("start.png"));
      startTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
      stageStart = new Stage();
      stageStart.clear();
      buttonStart = new Image(startTexture);
      buttonStart.setX(10);
      buttonStart.setY(Gdx.graphics.getHeight()/2.75f);
      buttonStart.setWidth(Gdx.graphics.getWidth()/4);
      buttonStart.setHeight(Gdx.graphics.getHeight()/4);
  
  
  
  
      Gdx.input.setInputProcessor(stageStart);
  
      buttonStart.addListener(new ClickListener() {
          public boolean touchDown(InputEvent event, float x, float y, int pointer, int button)
          {
             currentState = GameState.RESET;
             startTexture.dispose();
             stageStart.dispose();
  
  
              return true;
          }
      });
      stageStart.addActor(buttonStart);
      stageStart.draw();
      startTexture.dispose();
  </code></pre>
  
  <p>}</p>
  
  <p>However, whenever I put drawStart(); into my render method, the Java Heap and Native Heap slowly increases by 1 every 10 seconds. So, if the user leaves the game on the menu for about 5 minutes the game will crash on their phone. I've tested it and it only occurs when the texture is rendered.</p>
  
  <p>I would appreciate any help on fixing this. I have tried an if statement that states if rendered = 0, render the texture then set rendered 1 but that didn't work.</p>