Ewan,
        Sorry, if my questions sound silly. Is there any difference in
those models ( w and w/o texture) ? Is it possible for your apps. to do
the following (or maybe you're already doing that) :
1) Do a multiple load, say 30 times, of a model with texture, and print
   the memory usage.
2) Do a multiple load, say 30 times, of the same model as in (1) but without
   texture, and print the memory usage.

BTW, are you using j3d1.3beta1 ?
Is it possible for you send us a test program ?

- Chien Yang
  Java 3D Team.

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>Date: Thu, 13 Dec 2001 01:26:14 -0000
>From: Ewan Borland <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Memory consumption by textures
>To: [EMAIL PROTECTED]
>
>Thanks for the responses, in answer to your questions:
>
>1. The 20MB is a rough figure I got purely by checking free memory and
>paging file usage etc. before and after importing each model. I loaded up
>about 40 models and then averaged the figure to get 20MB.
>
>To give you  a better idea: I loaded up 30 models with textures and lost
>554MB memory resources then loaded 100 models without textures and only used
>480MB. All models were compiled after loading. Also on interpolating the
>models I'm achieving about 20-25 frames/sec depending on how many are loaded
>which drops to about 1 frame every 1 or 2 secs with textures.
>
>2. None of the textures are mipmapped all have fixed level of detail.
>
>3.I hadn't really thought about the compression of the images but I've fully
>decompressed most of them now to check the size and they just about doubled.
>But that's still only about 400K per model - not enought to justify the
>extra memory surely?
>
>Just in case my machine spec is of any use:
>
>1.33Ghz Athlon 266FSB
>256MB DDR RAM
>GeForce2Pro 64MB DDR
>
>Thanks for the input,
>Ewan
>
>
>----- Original Message -----
>From: Rob Crompton <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Wednesday, December 12, 2001 5:54 PM
>Subject: Re: [JAVA3D] Memory consumption by textures
>
>
>> are JPEG textures decompressed on loading? 200K of jpeg could be a whole
>> lot more when decompressed.
>>
>> David Yazel wrote:
>>
>> >Are you mipmapping the textures?  That would double the memory.  Are you
>> >sharing textures for models if they are the same?  That would help reduce
>> >texture usage.
>> >
>> >Dave Yazel
>> >
>> >----- Original Message -----
>> >From: Ewan Borland <[EMAIL PROTECTED]>
>> >To: <[EMAIL PROTECTED]>
>> >Sent: Tuesday, December 11, 2001 7:25 PM
>> >Subject: [JAVA3D] Memory consumption by textures
>> >
>> >
>> >Hi,
>> >
>> >I'm trying to load a number of models into a switch group and then
>> >interpolate through them.
>> >
>> >Models are taking about 3MB RAM for the geometry and have 8 or 9 JPEG
>> >textures each. The total textures per model is about 200K each. However
>when
>> >I load the geometry with associated textures each new model is taking up
>> >about 20MB of RAM as opposed to the 3MB without the textures.
>> >
>> >I'm pretty sure that shouldn't be the case. This is really slowing down
>the
>> >interpolator, anyone got any ideas on what might be going on with the
>> >textures?
>> >
>> >Thanks,
>> >Ewan
>> >
>>
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