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
-~----------~----~----~----~------~----~------~--~---

Reply via email to