"J. Lee Dixon" wrote:
>
> After hearing all the talk about the overhead associated with the Image
> and BufferedImage classes, I thought I would switch over to using
> RenderedImage.  I have never seen so many classes and interfaces dealing
> with just images.  I did a search and all I found about creating
> RenderedImages was using BufferedImage to be the RenderedImage.
> RenderedImage is an interface... go figure.

Yup, they keep deciding that what they did before wasn't good enough and
just keep piling more junk on top of the old...

> Justin, do we have something on the .org site for this?

More correct question is : do we have the .org site? :(

Ah, no there is nothing there at the moment. I remember putting up some
basics about how to do raw texture map creation without using the
TextureLoader, but nothing more than that.

I have intentions of dealing with the RenderedImage process once I'd
finished rewriting my imageloader code. However, from the j3d
perspective, there's really no difference at the ImageComponent2D level.
It's all really non-java based stuff.

One simple thing that you might like to try (which also means scaling
the images yourself) is to fetch the image directly with a URL class and
nominate that you want it as a RenderedImage. ie something along the
following lines.

Class[] reqd_class = {RenderedImage.class};

URL img_url = new URL("http://blah";);
URLConnection conn = img_url.getConnection();
conn.openConnection();
RenderedImage img = conn.getContent(reqd_class);


--
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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