I am developing an application that uses a lot of large (512x512) textures. If I use something like TextureLoader and let it load the images I end up with consuming over 300M of memory ... much more than the size of the textures. I can reduce the memory by loading the images myself, transforming them to a "power of 2" size, dispose the graphics context, flush the image, and pass a BufferedImage to the TextureLoader constructor. It sounds to me that TextureLoader is not disposing the Graphics2D and not flushing any images it loads. However, even with all this extra stuff, the size of the application is much larger than it should be. Is there anything else I can do to reduce the memory consumption without reducing the texture size?
I am using the DirectX release version of J3D and JDK1.3. =========================================================================== 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".