Stride keeps images in vram

hi all,

my program logic feeds different paths to the last loop of my patch. it contains the geometry and an async texture loader. I have a pool of 200 textures and display 30 once at a time, but it seems stride keeps them all in vram after being loaded once.

I had a look at the slideshow patch. Is it necessary to build the structure like that - to have an instantiated object with datatype texture - which then gets removed from the dictionary - to dispose? of the texture correctly and free up vram?


what’s that exactly?

You could try:

or a bit more tidy

I knew I read something about a vram problem with stride before.
great work on the texture player and thx for the research btw!
I will move my questions to your WIP thread.