I'm looking at what options we have for the most efficient texture
generation for the Xj3D code. As I have access to code that processes
pixels at the lowest level (my own image loading library) the options
for producing a highly optimised texture loader is available.

The options we have so far are BufferedImage, RenderedImage or maybe
even an ImageProducer. Basically what I want to do is take the raw bytes
from the stream and pass them directly through to the Java3D rendering
engine. If I can avoid creating extra image copies that are thrown away,
this would be wonderful. I'm thinking that going via a BufferedImage
would not be particularly efficient so looking into the
ImageProducer/RenderedImage options.

Any thoughts or tips on the best way to do this?

--
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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"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
                                              - Greg Bear, Slant
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