When you load an animstrip it creates seperate pixmaps from each 'cell'. That'll be 10*50*50 memory areas.
When you drawimage, Bmax creates a pow2 surface and attaches the texture. A 50*50 cell will be displayed on a 64*64 surface. As each cell is treated as a seperate 'image' you will have 10*64*64 images in video RAM.
To get around this check for TAnim in the forums.
This will NOT create seperate pixmaps. Instead it takes UV coordinates from your image and attaches them to a single surface which it reuses for the next cell.
When you drawimage, Bmax creates a pow2 surface and attaches the texture. A 50*50 cell will be displayed on a 64*64 surface. As each cell is treated as a seperate 'image' you will have 10*64*64 images in video RAM.
To get around this check for TAnim in the forums.
This will NOT create seperate pixmaps. Instead it takes UV coordinates from your image and attaches them to a single surface which it reuses for the next cell.