#include "exampleApp.h" /* so far so good, NOW threading parse response and identify new pictures save pictures & metadata - rather than reloading each time? local images format do we need any metadata? I guess not other than to know the tag id could save with the tag id as the name of file, simpler how exactly do we parse or mipmap the images do we worry about memory - I guess not identify the images image save- reload system (? even necessary ?) camera + button transitions should the loader own the images? should the whole image bank be locked while loading? alternatively each image could have a lock? - threadedImage or true mip map via drawsubsection? start with a max size say 64 - should be 16k inc mip maps graphics card has 2048MB 9% in use by ubuntu 117964 textures I wonder is this faster with shared memory.. load app get list of images in defined folder load them and create mip maps store indexed by file stub when a new image comes in load and create mip maps save to */ long ofToLong(const string& intString) { long x = 0; istringstream cur(intString); cur >> x; return x; } //------------------------------------------------------------------------------ void exampleApp::setup() { ofSetFrameRate(24); loader.set_interval(5.00f); loader.start(); } void exampleApp::update (){ ofSetWindowTitle(ofToString(ofGetFrameRate())); } //------------------------------------------------------------------------------ void exampleApp::draw() { ofBackground(0); //for(int i=0; i