Thanks, I think I'm getting closer here!
Okay, I have 80 .JPG images, each somewhere about 1768x1795 pixels. Their compression is pretty extreme, so it would likely take up a lot of memory.
I have a type that holds the images:
Type stereoviewType
inUse as Integer
imgLeftID as Integer
imgRightID as Integer
imgStereoviewID as Integer
HoriDistance as Float
canvasWidth as Float
canvasHeight as Float
canvasDistance as Float
canvasLevitation as Float
imgWidth as Float
imgHeight as Float
EndType
global stereoviews as stereoviewType[50]
at each render, imgLeftID and imgRightID are displayed to the left and right eye, using a plane object.
GetImageMemoryUsage() gave me 1478.062988
I guess that means I'm using 1478 MB of GPU memory?
When I looked into the help for GetImageMemoryUsage(), it said that "Every image you load will be placed in GPU memory, even if you don't use it,"
It's a slideshow, so I thought it would be most reasonable to load them all into memory at one go. But maybe it would be smarter to load/delete the images during the slideshow?