On Tue, Aug 26, 2008 at 3:42 PM, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I'm trying to animate a loop through a set of images at an average of > 1 fps, convert them to textures and then map them to a quad. > I'm not loading them into memory at the start, but on the fly. > Running with only three images at 1600x900 the script dies within a > minute or so with a memory error. >
For better hw compatability, you should stick to images with power of two dimensions and no greater than 1024x1024. > I'm reassigning the texture variable (self.img) with each loop, and > have tried several ways to garbage collect it but > it appears the texture data persists until it overflows. Am I going > about this wrong, has anyone else encountered this? What is your application? It sounds like video to me. And this is already solved by pyglet: http://pyglet.org/doc/programming_guide/sound_and_video.html -- \\\\\/\"/\\\\\\\\\\\ \\\\/ // //\/\\\\\\\ \\\/ \\// /\ \/\\\\ \\/ /\/ / /\/ /\ \\\ \/ / /\/ /\ /\\\ \\ / /\\\ /\\\ \\\\\/\ \/\\\\\/\\\\\/\\\\\\ d.p.s --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
