So why you don't tile the floor?stitch together many small planes. You can even use the same texture for all of them specifying a different render area of the bitmap for each of them. Sorry for saying you this but in flash your approach is wrong . You cant expect to render such huge map without strong memory issues
Sent from my iPhone On Jul 30, 2010, at 3:03 PM, Crabar <[email protected]> wrote: > 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.
