hi,

I am writing something that uses a lot of animated sprites (more video
collage than game).  The images can't all fit in video memory, and it
needs to play smoothly.

The naive approach of calling Animation.from_image_sequence() for each
new sprite pauses everything while the images load.

I can think of two approaches that might work:

1. load the frames one at a time from the event loop.  (disadvantages:
no guarantee that any particular frame is quick enough, somewhat
complexifying).

2. load the sprites in a thread (disadvantage: ewww, threads).

but it seems like an obvious problem that might have an idiomatic
solution.  Does it?

I am currently using PNGs and some simple profiling shows a lot of
time being spent in zlib, so I expect it will work better if I switch
to DDS or something, but not enough better that I won't have to worry
about waiting for Animation.from_image_sequence().  Or am I wrong
there?

Thanks, BTW, for pyglet.  It makes things really easy for an OpenGL
novice.

Douglas

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