John Wright wrote: >You could manually insure that your image is sized in powers of two and >rewrite the texture loader code to not resize your image as you load it. > > > Definately insure your using power of 2 texture sizes. That said, we found we had to move to using our own texture loading system for Xj3D. But it wasn't until we used a C image loading library that we really saw an impressive speed increase. Java's image handling seems to make something like 5-7 copies of the image on its way to Java3D. Maybe the latest JAI work has fixed this but I'm not sure. I'd love to recommend using our solution, but we really aren't done with the image loader code. I'm hoping we can put the time into that library early next year...
-- Alan Hudson President: Yumetech, Inc. http://www.yumetech.com/ Web3D Open Source Chair http://www.web3d.org/TaskGroups/source/ =========================================================================== 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".
