gifAnimation on the GPU instead to save OOM errors ?
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Contributed Library Questions
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2 months ago
Getting Out of Memory errors simply playing 1 looping gif in the draw() which is terrible performance on 1.5.1
Putting dispose() in a keypress and triggering clears the gif from memory, but then it has to be loaded back again.
Wondering about sending the images from the animated gif to an offscreen texture using GLSL and then rendering back to the screen to try and save memory. Also wondering whether to use gifAnimation at all ?
Anyone have any more optimised ideas ?
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