See this thread for more details:
http://www.blitzbasic.com/Community/posts.php?topic=60190
Basically, it seems that Max isn't buffering images in video ram when they are initially loaded, or when changing graphics contexts.
I fixed the initial loading issue myself by drawing every loaded image to an offscreen buffer, but I have found that when toggling between fullscreen and windowed, the buffered data is lost and the first time the spheres in my demo all start to roll, everyhting goes choppy for a second until it gets things back in order and the image data is rebuffered.
The first fix was realtively simple to implement since I had already wrapped the LoadImage funcitons to display errors when files were missing. But the second fix will require me to make a significant change in how I load and deal with the images in my game. I'll have to put them in an array and index them with constants rather than putting them in individual global variables of the TImage type. That's the only way I would be able to iterate through them all after loading to rebuffer them. (In an automated way anyway.)
So I'd like a word on whether or not this is a bug, and whether it might get fixed soon, as if I have to make this change, it would be far better to make it now than later, but I'd rather not make it at all.
Also, if there is a place where all the images are stored in a nice tidy list I can iterate through by defualt instead, then that could be helpful.
http://www.blitzbasic.com/Community/posts.php?topic=60190
Basically, it seems that Max isn't buffering images in video ram when they are initially loaded, or when changing graphics contexts.
I fixed the initial loading issue myself by drawing every loaded image to an offscreen buffer, but I have found that when toggling between fullscreen and windowed, the buffered data is lost and the first time the spheres in my demo all start to roll, everyhting goes choppy for a second until it gets things back in order and the image data is rebuffered.
The first fix was realtively simple to implement since I had already wrapped the LoadImage funcitons to display errors when files were missing. But the second fix will require me to make a significant change in how I load and deal with the images in my game. I'll have to put them in an array and index them with constants rather than putting them in individual global variables of the TImage type. That's the only way I would be able to iterate through them all after loading to rebuffer them. (In an automated way anyway.)
So I'd like a word on whether or not this is a bug, and whether it might get fixed soon, as if I have to make this change, it would be far better to make it now than later, but I'd rather not make it at all.
Also, if there is a place where all the images are stored in a nice tidy list I can iterate through by defualt instead, then that could be helpful.