Pls allow me to jump in...mark and I are working on this together...

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.
>

Yeah, we know this isn't ideal, but it does render perfectly when we
have the tex coords set correctly. FWIW, the memory leak happens no
matter what size the textures are.  We tested 512x512 extensively with
the same outcome, although it took longer to crash.  It doesn't matter
how many textures, nor their size or format, when we load another
image to the same texture ( self.img =
image.load(<nextimage>).get_texture() ), the earlier image data is not
released.  We're new to pyglet and keep assuming we need to del/GC
somewhere...just haven't found the way.

> > 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:
>

It's more of a long slide show that we want playing on deformable
geometry.  We really just want to swap new textures on a poly surface
at ~1fps without overflowing memory.  Ideas??

> http://pyglet.org/doc/programming_guide/sound_and_video.html
>
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>  d.p.s


Thanks,
Jason

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