Hi,
I'm making an app at the moment that includes a basic slideshow feature that loads up JPEGs from a specified directory and plays them at a configurable interval with a basic fade effect in between. The JPEGs are obviously scaled to fit onto the window, and are being drawn onto a MaxGUI canvas.
The problem I'm having is that when I load the images (there's about 8 150KB JPEGs with resolution of about 1024x768), it seems to consume a lot of memory in Task Manager (about 40MB is added) and then, as the images are drawn one after the other, memory increases further by about 8MB each time until all the pictures have been shown once and are looping through again, at which points it remains constant (at about 100MB!).
Surely this isn't normal, I'm not doing any fancy affects - it is literally drawing and scaling the image to the screen and I can't expect customers to be using almost 100MB of memory just for a small app.
In addition, I've tried loading BMPs, PNGs and every single other format I could think of and it makes no difference. Finally, I also tried using the Image Loader sample app that comes with BlitzMax, and loading the same images and it still eats loads of memory!
What can I do to make the memory usage reasonable? Has anyone else experienced this? Is BlitzMax just not designed to handle large images (instead of miniature game figures)?
Many thanks
Seb
P.S. I'm on Windows Vista but I've tried the same program on Windows XP and it doesn't seem to make a difference.
I'm making an app at the moment that includes a basic slideshow feature that loads up JPEGs from a specified directory and plays them at a configurable interval with a basic fade effect in between. The JPEGs are obviously scaled to fit onto the window, and are being drawn onto a MaxGUI canvas.
The problem I'm having is that when I load the images (there's about 8 150KB JPEGs with resolution of about 1024x768), it seems to consume a lot of memory in Task Manager (about 40MB is added) and then, as the images are drawn one after the other, memory increases further by about 8MB each time until all the pictures have been shown once and are looping through again, at which points it remains constant (at about 100MB!).
Surely this isn't normal, I'm not doing any fancy affects - it is literally drawing and scaling the image to the screen and I can't expect customers to be using almost 100MB of memory just for a small app.
In addition, I've tried loading BMPs, PNGs and every single other format I could think of and it makes no difference. Finally, I also tried using the Image Loader sample app that comes with BlitzMax, and loading the same images and it still eats loads of memory!
What can I do to make the memory usage reasonable? Has anyone else experienced this? Is BlitzMax just not designed to handle large images (instead of miniature game figures)?
Many thanks
Seb
P.S. I'm on Windows Vista but I've tried the same program on Windows XP and it doesn't seem to make a difference.