I need so huge, because this plane is background for scene with many objects, that place on huge area...
Plane is working with this size... But it take to much RAM. I want reduse using RAM and do something that plane has be seen from any distance despite to ZDepthFilter. On 30 июл, 14:13, Michael Iv <[email protected]> wrote: > 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.
