Jimmy,

By my calculation your application uses over 39 MB for storing textures (and
that's 8 bit textures!). Considering that most video cards have between 8
and 16 MB for texture memory I'd expect pretty horrible performance (at
best!). There is a good chance that the JVM ran out of memory also.

I think 512x512 textures are probably overkill - that means that if the
texture was mapped onto a Quad and displayed without interpolation the Quad
would be 512x512 pixels. I'd imagine it is probably quite rare that an
individual texture occupies more than 512x512 of your scene. Textures can be
scaled by a factor of 2 or even 4 without much noticeable loss of
resolution. It's when you start scaling a texture by factors of 8 or 16 that
you might notice visible artifacts.

If you reduce your textures down to 128x128 you only require 2.5 MB! If you
include MIPMAPS your texture memory requirements will still be very
reasonable and your textures will look much better at smaller sizes (which
is probably what most of them are, most of the time).

Just some thoughts, of course without knowing the details of your
application it is very hard to give concrete advice.

All the best,

Daniel Selman

[EMAIL PROTECTED]
http://www.tornadolabs.com

> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jimmy Talbot
> Sent: 28 January 2000 20:43
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] texture memory limit
>
>
> Hi,
>
> Does Java3D have a "built-in" texture memory limit? I am using an SGI
> Visual PC. I have a scene that has 150 textures, all 512x512. I can
> display the scene just fine in VRML (so I know the machine can handle it);
> in Java3D, the *first* 10 textures or so don't display. I don't get any
> error messages or anything, they just don't display. I know there's
> nothing wrong with the textures themselves since they display fine if Just
> load the first 50 textures.
>
> Thanks
>
> Jimmy
>
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