Id like to know how the engine manages the memory. If I have a sequence where I show 3 bmaps on 2 panels each (6 bmaps in total), but at most only 2 bmaps are visible at the same time. Does it load the bmaps into memory when they are required, or are all 6 loaded and waiting?
Have you tried adjusting the layer numbers of the panels & transparencies of the bmaps? That might help. I have had no problems displaying more than 50 bmaps on ten+ panels. cheers, tindust
As far as I know the memory is allocated if the panel becomes visible for the first time. After that, the associated bitmaps will remain in texture memory, no matter if they are visible or not. In order to remove them from memory, you have to use a bmap_purge() instruction.
OK, missunderstood your problem. Sorry. Look in manual bmap_purge (as already said), and bmap_preload for texture memory management. It's pretty much spelled out there. cheers
Quote: Thanks. So I can just use bmap_purge every time I hide a panel? When it is visible it will just reload it into memory?
That's only half the truth. It still remains in the memory, or to be more precise in the RAM. It's only removed from the Video memory, i.e. the memory on your graphics card. And don't forget to purge all panels at the beginning of your application. Else they will only be removed once the panel is shown and hidden.
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