Alex Terrazas wrote:

> you that there are some really nice features--especially the
> networked image rendering and the pull imaging
> model that can be incorporated into Java3D.

Last time I looked at JAI (about 6 months ago) it still suffered from
the same underlying flaws that the core Java image handling had - namely
for every image it used up 4 times the amount of memory that it was
supposed to. So far, JAI has failed to impress me even one bit for large
image handling - either technically or implementation.

The biggest problem area is in images between 1K and about 5K pixels on
a side. Too big for standard image handling and too small for JAI. To
have a look at the image handling problems - try loading an image that
is 4K pixels square and see how your memory usage goes on the machine.
Kiss goodbye to 172MB of RAM, just for the one image (even with JDK
1.3.1).

> My question is what types of image processing techniques
> are people wanting to use in there applications.  At present,
> any texture will have to enter Java3D as a BufferedImage.

Actually, not so. It takes a RenderedImage as the source for the
ImageComponent2D for this very reason. The only time you are required to
use a BufferedImage is if you are using the utility TextureLoader. For
this sort of application, that would be a bad thing to do anyway when
you already have low-level control about how many pixels on a side to
load.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Freelance Java Consultant                  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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                                              - Greg Bear, Slant
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