Thanks for the suggestions.

  1.  I am not doing any mipmapping.  I leave that to the underlying system.

  2.  I am measuring memory use before and after garbage collection.
However, I am concerned about the peak size of the application.  (Some
memory is available after items go out of scope/reach.)

  3.  I have been looking at the source for the loader.  I passed along some
of these comments so that whoever is maintaining the loader might include
the ".dispose()" and ".flush()" calls to help keep memory use under control.

  4.  :-(  I am beginning to think that is what I will need to do.  However,
I am not sure if much of the extra memory is being consumed there.  I
suspect that a lot of it is used in the initial image loading.

  Again, thanks for the response.

----- Original Message -----
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 20, 2002 8:22 AM
Subject: Re: [JAVA3D] Textures and memory consumption


| Couple of things:
|
| 1. If you are mipmapping then there will be increased memory usage.
| 2. Stupid suggestions, but make sure you are measuring memory after you
have
| garbage collected.
| 3. The source for the loader is available un the util jar if you want to
| improve it.
| 4. If you are doing all that work, why not skip the texture loader and
skip
| right to building the texture and image components yourself?  All it does
| for you is make mipmaps, and not very good ones at a that.
|
| Dave Yazel
|
| -----Original Message-----
| From: Tom Lanning [mailto:[EMAIL PROTECTED]]
| Sent: Wednesday, February 20, 2002 8:04 AM
| To: [EMAIL PROTECTED]
| Subject: [JAVA3D] Textures and memory consumption
|
|
| 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.
|
|
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