('tis Justin Couch replying on Alan's computer)

Ewan Borland wrote:

>slightly silly now but still have a problem. Each texture FULLY (sorry about
>the previously inaccurate suggestions) expanded is :
>
>640x480
>full RGB
>900K
>
First point: 640x480 is a really bad size to use. For most efficient
texture usage, you need powers of two. If you don't size the image
before you load it in, you are going to need to resize it within the
Java code. If you have to do that, there's extra copies of images that
need to be kept about in memory somewhere. If you can resize them to
512x512 that would be much more efficient down the track.

>
>
>So that answered, any suggestions for reducing this figure? Can I prevent
>multiple copies being stored?
>
In my experience, no.


However..... We've just picked up a project that is going to be dealing
with seriously large numbers of textures in a J3D environment. That
means we are going to have to spend a lot of "quality time" devoted to
producing a real system of texture management. We're going to be
combining it with the Xj3D code and also the j3d.org code.
Unfortunately, for your immediate concerns, you won;t see the start of
that for at least 2 months and probably will take 6 or more before we
get a commercially usable library. Most of my intended development will
be based around avoiding the Java image management system altogether. My
current favoured theory is to store images as raw int[]/byte[] and then
using constructions like MemoryImageSource or some form of custom system
to avoid creating java.awt.Image instances wherever possible. (I
_really_ wish that the j3d team had used DataBuffers for textures rather
than geometry because textures would be much more useful for your
average day to day J3D hacker).

--
Alan Hudson
President: Yumetech, Inc.                      http://www.yumetech.com/
Web3D Open Source Chair        http://www.web3d.org/TaskGroups/source/

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