hi,

AFAIK, java3d resizes the image dimensions to power of 2 when creating
textures.  As texture coordinates are relative to the object coordinates,
the image gets compressed or stretched to fit with the object it gets
mapped onto. Therefore, use image sizes only as big as necesary to get the
quality you want to have.
On TNT2 cards I haven't  noticed any restrictions to the image size yet.

Gernot Veith

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                    Markus Junginger
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                    21.07.00 13:19
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Hi everyone
The topic "textures" was briefly discussed in the Voodoo3 thread. I'm not
sure
about some "details". Thanks to anyone who can help me.

1. (most important)
Is the texture memory freed when a Texture object is released?

2.
I read, that the width and height of textures shouls be a power of 2 for
max.
speed. I tested it on some cards but it was no difference in speed when i
used
odd values. Is it a Voodoo issue again?

3.
Voodoo3 can handle only 256x256 textures?!? What about Voodoo1&2 ?
Do other cards (generation Rage128, RivaTNT, ...) have also limitations?

4.
How do the loader handle textures (espacially the VRML one)? Do they create
multiple Texture objects when a single texture is referenced more then
once?

Regards,
Markus

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