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.
