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.

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