Bill,
Several people have reported this bug in 1.1.x. As far as I know there was
no way to work around it - hence people attempts to implement
multi-texturing in 1.1.x were stymied.
It was supposed to get fixed for 1.2, but I haven't verified it. It sounds
like the 1.2 multi-texture support, or the ability to draw directly into
texture images, could be your answer.
Sincerely,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of test user
> Sent: 26 January 2000 11:18
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] question about Image.flush() and Java3D "memory leak"
>
>
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>
> We are observing "memory leak" behavior in Java3D when we
> replace one texture-mapped Image by another. That is, as we
> remove one texture map from the scene graph and replace it by
> another, total memory use increases with each new texture map.
> Would this happen if we never called the flush() method on any
> of our BufferedImages?
>
> Should we call flush() before or after we remove the Image
> from the live scene graph? Or does it matter?
>
> Thanks for your help,
> Bill
> ----------------------------------------------------------
> Bill Hibbard, SSEC, 1225 W. Dayton St., Madison, WI 53706
> [EMAIL PROTECTED] 608-263-4427 fax: 608-263-6738
> http://www.ssec.wisc.edu/~billh/vis.html
>
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