I use TextureLoader to load my images, but it looks like ALL the
constructors either take a format string or default to RGBA.  Why
doesn't this class just ask the image what format it is using
BufferedImage.getType(), and then select the correct Texture format??

My first point is that it is wasteful to load a 3-channel image into a
4-channel texture object, which is currently the default.

My end point to this is that you must call
TransparencyAttributes.setTransparencyMode(BLENDED) in order for the
alpha channel textures to blend.  Currently, I don't know when to do
this since all textures (even the RGB ones) are loaded in memory as
RGBA.  I could turn on blended for ALL textures, but this really slows
my app down.

It would make more sense for TextureLoader to do default to the format
of the image instead of defaulting to RGBA.

Have I missed a piece of the puzzle?

-Lee

J. Lee Dixon
Software Engineer
SAIC - Celebration, FL
[EMAIL PROTECTED]

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to