I think that Blitz may copy the texture into VidRAM only when it's used, and then would use the same video memory spot again and again. That would explain why your memory "raced" to zero, rather than already being AT zero when the program started..
Stevenm, perhaps holding the "not shown" textures in ImageBuffers might work even better. Not sure for certain, but try it out. ReadPixelFast/WritePixelFast at runtime for animations sounds a bit slow though if you ask me...
Stevenm, perhaps holding the "not shown" textures in ImageBuffers might work even better. Not sure for certain, but try it out. ReadPixelFast/WritePixelFast at runtime for animations sounds a bit slow though if you ask me...