Hi Daniel,
Thanks for your response.
> 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.
OH yes -- no question about it, it's a memory-hungry application. However,
note that I did mention that the application works fine in VRML (ie, same
geometry, same textures, on the same machine). So this tells me that the
machine can definitely handle the application. It's an SGI Visual PC, with
512 MB RAM, I think it was configured for 65 MB video memory and 457 MB
for application memory.
So knowing all the above (and assuming that I really do need 512x512
textures :^)), my question still is: does Java3D have an inherent limit on
the amount of texture that can be used?
Also, since I am obviously not displaying all 150 textures at 512x512 at
once, would it be better in this case to use mipmaps or not? If the reason
why some textures were not showing up was because Java3D can only handle
so many MB of textures internally, then using mipmaps will only make the
problem worse -- as mipmaps would obviously take more RAM (though less
video memory when the smaller textures are displayed).
Jimmy
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