On Fri, 28 Jan 2000 17:20:35 +0300, Vladimir Olenin <[EMAIL PROTECTED]> 
wrote:

>I've run into serious problem. Nor that it is something new or
>unexpected, but time has come to solve it. So, i have the following
>exception thrown:
>
>> java.lang.RuntimeException: DirectDraw does not have enough memory to perform the 
>operation.
>>       at javax.media.j3d.Canvas3D.updateTexture(Native Method)
>>       at javax.media.j3d.RenderQueue.updateState(RenderQueue.java, Compiled Code)
>>       at javax.media.j3d.RenderQueue.nextOpaque(RenderQueue.java, Compiled Code)
>>       at javax.media.j3d.Renderer.run(Renderer.java:447)
>

The best I can suggest is to tr the OpenGL version, assuming you have an openGL 
accelerated driver for your card. I found it to be much more stable than the DirectX 
version (and of course the DX version doesn't work on NT4)

What I think is happening is that your video card doesn't have enough RAM and Java3D 
is attempting to create primary surfaces in DirectDraw on your card to draw to.

I *think* that the following is the memory used per canvas 3D:
( width*height*4 ) bytes. (width/height in pixels, 4 because its 32-bit).

So try adding that up and see if it is more than available RAM. (If its close but less 
it may still be a problem because of the way DirectDraw allocates its video surfaces).

HTH
Brett

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