Ever since AppGameKit went 64 bit I am getting a new error that I never saw before, a drop out box saying I have insufficient GPU memory and to try using fewer or smaller images. I could accept this if when running my code AKG says (using the command built in) I am using about 1.4 GB of graphics memory......on my 8GB GTX 1080.
So I tried it on my laptop, and the code literally won't run, gives that error every time. In fact, the laptop crashes AppGameKit as soon as it tries to load the 6480x3360 image, but that crash is an actual AppGameKit has stopped responding" crash. The only way I can get it to run at all is to half the size of the image.
The error seems to be when Syncing the screen, and only happens intermittently on the desktop, but every single time on the laptop. The laptop itself is no slouch with a Geforce 720GM with 4GB of graphics memory (3GB shared), running 64bit Windows 10....so it shouldn't struggle either, and never used to.
Again, no images have changed in terms of size for a very long time, and downgrading to an earlier version does not suffer this problem (it worked fine on the laptop a few back actually). It also seems to possibly be linked to memblocks, which I use extensively....the images are converted to memblocks and then scanned - syncing while this is loaded seems to give the error (possibly, it;s really hard to tell).
Paul, any ideas? As it stands, AppGameKit is pretty useless if you need an 8GB graphics card to run my 2D space game.