BP> The best I can suggest is to tr the OpenGL version, assuming you
BP> have an openGL accelerated driver for your card. I found it to be
BP> much more stable than the DirectX version (and of course the DX
BP> version doesn't work on NT4)
Brett, i would have gladly used only OpenGL version, but, alas!, while
DX version, naturally enough, does not work under NT4 AT ALL, OpenGL version
PRACTICALLY doesn't work under Win9x, which means that it DOES works
but WITHOUT any acceleration at all. I tried that on Win95 OSR2, which
already goes with OpenGL drives, and on Win98 systems, which naturally
goes with OpenGL drivers. In both cases i met very low performance
with Java3D OpenGL version. I tried it on Creative Labs TNT Card,
16Mb, and on ATI Rage128 card, 16Mb. In both cases under Win9x only
Java3D DX version goes accelerated. In both cases under WinNT Java3D
OpenGL version does go accelerated just fine. I considered it as a given
for the current implementation of Java3D (all versions including 1.2Beta1
OpenGL). Possibly it is not after all. I have the latest drivers 4
video cards installed. Has anyone been able to run OpenGL-accelerated
Java3D application under Win9x? Another problem is that while under
Win98 (Java3D DX) everything works fine (except 4 that frustrating bug), under
WinNT (Java3D OpenGL) Canvas3D can't be seen once removed from and then
added again to the container. Though i guess this can be worked around
somehow, currently i can't test whether that bug is common to DX
version only.
BP> I *think* that the following is the memory used per canvas 3D:
BP> ( width*height*4 ) bytes. (width/height in pixels, 4 because its 32-bit).
I'll check this up, but i specifically optimized the application
to be run even on even the weakest cards (like Mech3D, 4Mb, or even
S3Virge3D, 2Mb). And it really did (even on S3Trio64V, without
acceleration, certainly). I'd check this up again. And though i'm not
any professional in Video Cards interfaces, i always thought that AGP
interface can provide dynamically any amount of Video memory upon
request. Is that so?
Thanks 4 help,
vladimir
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In your previous letter u wrote:
--------------------------------
BP> 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)
>>
BP> 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
BP> version doesn't work on NT4)
BP> 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.
BP> I *think* that the following is the memory used per canvas 3D:
BP> ( width*height*4 ) bytes. (width/height in pixels, 4 because its 32-bit).
BP> 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).
BP> HTH
BP> Brett
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