I managed to bypass TextureLoader using this: ****************************************************************** java.io.File myfile = new java.io.File( myPath );
java.awt.image.BufferedImage myBufImage = null; try { myBufImage = javax.imageio.ImageIO.read( myFile );} catch (java.io.IOException exc ) { exc.printStackTrace; } ImageComponent2D myComponent2D = new ImageComponent2D (ImageComponent.FORMAT_RGBA , myBufImage,false , false); Texture2D myTex = new Texture2D( Texture.BASE_LEVEL,Texture.RGB,256,512); myTex.setImage( 0 , myComponent2D ); myAppeareance.setTexture( myTex ); myBufImage.flush(); ******************************************************************** It works (assuming the w/h of the texture are power of 2). Unfortunately I still experience object retention, generated my Buffered Images, and I don't understand why! Any hints? Thanks, Giuseppe =========================================================================== 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".