If I remember correctly fp can deal normally around twice less then your size. 
But why do you need such a huge plane?!. You can tile instead 

Sent from my iPhone

On Jul 30, 2010, at 11:09 AM, Crabar <[email protected]> wrote:

> Hello, guys!
> 
> I'm trying to use a JPEG texture with size about 6000x6000 (~19 mb) on
> plane about 1000000x1000000 size.
> After loading my application is in memory of more than 200 megabytes
> against the usual 100. Why is this happening? JPG is unpacking into
> bitmap?
> Are there ways to reduce of using RAM?
> 
> Here is a code:
> 
>    public class MyPlane extends Mesh
>    {
>        private var TexLoader:BitmapFileMaterial;
> 
>        public function MyPlane(Xmin:Number, Xmax:Number, Zmin:Number,
> Zmax:Number, Y:Number, Texture:String)
>        {
>            super(null);
>            PrepareMaterial(Texture);
>            BuildFace(Xmin, Xmax, Zmin, Zmax, Y);
>            this.material = TexLoader;
>            this.bothsides = false;
>        }
> 
>        private function PrepareMaterial(Texture:String):void
>        {
>            TexLoader = new BitmapFileMaterial(Texture);
>        }
> 
>        private function BuildFace(Xmin:Number, Xmax:Number, Zmin:Number,
> Zmax:Number, Y:Number):void
>        {
>            var FirstMainFace:Face = new Face();
>            FirstMainFace.v0 = new Vertex(Xmin, Y, Zmax);
>            FirstMainFace.v1 = new Vertex(Xmin, Y, Zmin);
>            FirstMainFace.v2 = new Vertex(Xmax, Y, Zmin);
> 
>            FirstMainFace.uv0 = new UV(0, 1);
>            FirstMainFace.uv1 = new UV(0, 0);
>            FirstMainFace.uv2 = new UV(1, 0);
> 
>            this.addFace(FirstMainFace);
> 
>            var SecondMainFace:Face = new Face();
>            SecondMainFace.v0 = new Vertex(Xmax, Y, Zmin);
>            SecondMainFace.v1 = new Vertex(Xmax, Y, Zmax);
>            SecondMainFace.v2 = new Vertex(Xmin, Y, Zmax);
> 
>            SecondMainFace.uv0 = new UV(1, 0);
>            SecondMainFace.uv1 = new UV(1, 1);
>            SecondMainFace.uv2 = new UV(0, 1);
> 
>            this.addFace(SecondMainFace);
>        }
>    }
> }
> 
> And I have a second little question. How to exclude object from the
> influence of ZDepthFilter?
> 
> Thank you in advance.

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