Version 1.3 will allow you to modify the BufferedImage of a live or
compiled ImageComponent, via a new ALLOW_IMAGE_WRITE capability bit.

--
Kevin Rushforth
Java 3D Team
Sun Microsystems

[EMAIL PROTECTED]


>Date: Fri, 12 Oct 2001 13:00:54 +0200
>From: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]>
>Subject: [JAVA3D] [Fwd: Re: [JAVA3D] what's the value of texture by reference?]
>To: [EMAIL PROTECTED]
>
>should have been sent to the list.
>
>-------- Original Message --------
>Betreff: Re: [JAVA3D] what's the value of texture by reference?
>Datum: Fri, 12 Oct 2001 09:38:00 +0200
>Von: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]>
>Firma: University Of Vienna, Department of Medical Computer Sciences
>An: Paul Pantera <[EMAIL PROTECTED]>
>Referenzen: <[EMAIL PROTECTED]>
>
>But the documention says:
>
>------------------------------------
>public void set(java.awt.image.BufferedImage image)
>
>Sets this image component to the specified BufferedImage object. If the
>data access
>mode is not by-reference, then the BufferedImage data is copied into
>this object. If
>the data access mode is by-reference, then a reference to the
>BufferedImage is
>saved, but the data is not necessarily copied.
>Parameters:
>image - BufferedImage object containing the image. The format and size
>must be the
>same as the current format in this ImageComponent2D  object.
>
>Throws:
>    RestrictedAccessException - if the method is called when this object
>is part of
>live or compiled scene graph.
>-----------------------------------------------------
>
>So you can't call it in a live or compiled scene graph !
>
>regards
>Paul
>
>Paul Pantera schrieb:
>
>> 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
>> >
>>
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>
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