replied 6 hours ago, testing now On Aug 27, 8:32 am, "Drew Smathers" <[EMAIL PROTECTED]> wrote: > 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
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