Ok. I made some measurements of memory needs for image displaying. And I'm quite astonished that it needs so much RAM to display few images.
The smallest program I could think of with the OpenGL library uses 39 MB. Here's the code: 
Code:
import processing.opengl.*;
PImage i1,i2,i3,i4,i5,i6,i7,i8,i9;
int i=1;
void setup(){
  size(1024,768,OPENGL);
  hint(ENABLE_OPENGL_2X_SMOOTH);
  background(0);
void draw(){
}
 
If I only *load* (no displaying yet) 7 images (1.53 MB for all 7 files) this sample sketch uses 82MB according to windows task manager. 
Code:
import processing.opengl.*;
PImage i1,i2,i3,i4,i5,i6,i7,i8,i9;
int i=1;
void setup(){
  size(1024,768,OPENGL);
  hint(ENABLE_OPENGL_2X_SMOOTH);
  background(0);
  i1=loadImage("pr/1.png");
  i2=loadImage("pr/2.png");
  i3=loadImage("pr/3.png");
  i4=loadImage("pr/4.png");
  i5=loadImage("pr/5.png");
  i6=loadImage("pr/6.png");
  i7=loadImage("pr/7.png");
}
void draw(){
}
 
Then if I display:
image 1 - 114
image 2 - 122
image 3 - 140
image 4 - 165
image 5 - 156
image 6 - 185
image 7 - 225
The values vary a bit, but not by much, maybe +/- 5MB.
Here's the code: 
Code:
import processing.opengl.*;
PImage i1,i2,i3,i4,i5,i6,i7,i8,i9;
int i=1;
void setup(){
  size(1024,768,OPENGL);
  hint(ENABLE_OPENGL_2X_SMOOTH);
  background(0);
  i1=loadImage("pr/1.png");
  i2=loadImage("pr/2.png");
  i3=loadImage("pr/3.png");
  i4=loadImage("pr/4.png");
  i5=loadImage("pr/5.png");
  i6=loadImage("pr/6.png");
  i7=loadImage("pr/7.png");
}
void draw(){
}
void mouseClicked(){
    switch(i){
	case 1:  image(i1,0,0,1024,768);
		   i++;
		   break; 
	case 2:  image(i2,0,0,1024,768);
		   i++;
		   break;
	case 3:  image(i3,0,0,1024,768);
		   i++;
		   break;
	case 4:  image(i4,0,0,1024,768);
		   i++;
		   break;
	case 5:  image(i5,0,0,1024,768);
		   i++;
		   break;
	case 6:  image(i6,0,0,1024,768);
		   i++;
		   break;	   
	case 7:  image(i7,0,0,1024,768);
		   i++;
		   break;
  }
}
 
How can this be so inefficient? I mean, using over 200 MB of RAM just to load 7 images while displaying only 1?
Why does the RAM keep adding up even when my images are already loaded and I'm just displaying a different one each time? Maybe an OpenGL bug?
**********EDIT********
I even tried using a jpg image instead of PNG with the same results.
Also, it's not only doing it in my developing computer, but in others as well. :/
JohnG, I know you can shed some light on this