Vished, 
At 10:13 AM 4/29/99 -0700, you wrote:
>  I have been trying to run the TextureImage example using a 45Mb 256 color

One of the techniques I use is to make sure that the size of the texture is
appropriate to the display resolution. So, if you had a very large display,
of 2048 x 1536, 24bit colour,
your image size should be no bigger than 2048 x 1536 pixels = 3,145,728
pixels x 3 (bytes) = 9,437,184 MB frame buffer (1 frame).

So, your texture image at the size and color depth you mention is:
45MB (8 bits) /or about  3.75 times bigger than the max screen resolution,
or about 7680 x 5760.

Unless your application is output to large format film (70mm?), you need to
think in terms of how big the texture would be on the display if it was
slapped on a quadrilateral that was perpendicular to the camera position.
So, if it is maximum taking up 50% of the real estate of the display, then
no more than 50% of the display resolution. Also, it helps if the texture
is an even binary multiple in size for scaling performance.

>FYI, I eventually want to texture map aerial imagery over a Digital
>Elevation Model. The TextureImage example is just the first step.

Regards,
Colin Haig
www.vdi.com 
=====================================================================
To subscribe/unsubscribe, send mail to [EMAIL PROTECTED]
Java 3D Home Page: http://java.sun.com/products/java-media/3D/

Reply via email to