Hey joreg, thats an aproach I’ve not think of. But, imagine that you want 3 textures with 1 sec. delay each, runing continuosly. you should store 180 (on a 60fps basis) frames and then getslice just the ones you want. Right?
I was just wondering if there was a way of storing just each 60th frame, avoiding storing a large amount of textures.
Anyway, It seems there is no that much of a performance drop.
Many ways to do what Joreg said, here are 2 examples, 1 counting vvvvv frames (you need a steady mainloop for that) and the other one is simply banging the queue with an LFO set to a certain time interval. This will save you some performance, beacuse you are not filling up the queue all the time.