The difference is that texture in the "normal" mode will copy your texture into Java 3D's internal data structures. Texture by reference will not - it will use a "reference" to your data. Therefore, texture by reference is faster. If you are updating your texture every frame, then texture by reference is the only way to go. You can pre-load all the textures at the beginning and simply change the reference each frame. In general, cutting down large data copies is the best way to speed up a Java 3D application.
-Paul > Delivered-To: [EMAIL PROTECTED] > MIME-Version: 1.0 > X-Priority: 3 > X-MSMail-Priority: Normal > X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 > Date: Wed, 10 Oct 2001 22:15:30 -0700 > From: "Michael P. McCutcheon" <[EMAIL PROTECTED]> > Subject: [JAVA3D] what's the value of texture by reference? > To: [EMAIL PROTECTED] > > I'm just in the beginning stages of working with textures. However, i keep seeing this "texture by reference" thing popping up. > > My question is, what does using a texture by reference give you that using a texture in the "normal" way does not? > > Is there some performance advantage to using texture by reference? > > If I have a bunch of objects and I want to update each objects texture for every frame, which method is better? Is one faster for switching textures on an object each frame? > > Is texture handling going to be any different under Java3D 1.3? > > Mike > =========================================================================== 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".