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/ ------------------------------------------------------------------- "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 ------------------------------------------------------------------- =========================================================================== 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".