> That's a misunderstanding - loading a bitmap in another thread is ok,  
> calling image.setBitmap() in another thread won't work. The problem is  
> that this changes the scene while it's being rendered.
>
> How bad is the delay now? Maybe resizing the image before it's added  
> to the scene is the only possibility.

OK - sorry!

It's down to virtually nothing on my laptop but on "target hardware" (ie 
something like an Acer Aspire Revo) we're at 1/4 - 1/2 second or there abouts. 
It's very noticable when there's something scrolling around the screen that it 
pauses while a new picture loads.

I'll look at using PIL to resize the image before it gets to libavg. What's the 
constructor I should use with avg.Bitmap to let me load a string in to it? I 
tried avg.Bitmap() and avg.Bitmap(image from PIL as string) but neither work. 
I've only got what I have now avg.Bitmap(filename) working.

Cheers

Alex

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