I was experimenting with this yesterday and only saw about a 25% performance increase by using the image loading code from j3d.org vs using Sun's "TextureLoader". So I wouldn't expect to see any large changes. You could put in a lot of work, end up with something less flexible and only gain a minor performance increase.
- John Wright Starfire Research Alan Hudson wrote: > > 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". =========================================================================== 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".
