I tried several ways to free up the image, such as circle = Null , etc but nothing seemed to have a positive impact on the problem. And there doesn't seem to be a 'freeimage()' function (?)
The thing is, though, I've done this with Blitz 2D and it worked fine, although in that case I used the SetBuffer(ImageBuffer()) methodology.
Anyway, I guessed that the memory wasn't being freed up, even though it should have been when circle gets used again, right?
What I was shooting for is a camera Iris screen transition. I'll give BlackSp1der's a try.
Thanks again,
Russell
The thing is, though, I've done this with Blitz 2D and it worked fine, although in that case I used the SetBuffer(ImageBuffer()) methodology.
Anyway, I guessed that the memory wasn't being freed up, even though it should have been when circle gets used again, right?
What I was shooting for is a camera Iris screen transition. I'll give BlackSp1der's a try.
Thanks again,
Russell