Jimmy,

Sorry, I forgot to address the MIPMAP question.

Yes, MIPMAPS will take more memory, but storing 256x256 images with MIPMAPS
actually uses *less* memory than storing a single 512x512 image...
Surprising, but true! It's that old combinatorial explosion thing at work!

;-)

Sincerely,

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: 29 January 2000 20:00
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture memory limit
>
>
> 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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