Has anyone investigated this issue, and found a solution? In my game I have a bunch of objects on the screen, and for a second after they start to animate after I click the mouse, a lot of frames are dropped, making the motion look choppy.
It seems like the frames of the animated images that haven't been drawn are not loaded into video memory until they need to be drawm, and that means that everything goes choppy for a second while 288 animation frames get buffered.
I suppose one could draw all the images once without flipping to prebuffer them, but that seems a rather crummy way to fix the issue. Shouldn't Blitzmax buffer this stuff until it runs out of video ram automatically when loading the images?
It seems like the frames of the animated images that haven't been drawn are not loaded into video memory until they need to be drawm, and that means that everything goes choppy for a second while 288 animation frames get buffered.
I suppose one could draw all the images once without flipping to prebuffer them, but that seems a rather crummy way to fix the issue. Shouldn't Blitzmax buffer this stuff until it runs out of video ram automatically when loading the images?