Hello, The most common way to solve this is to break the shape into a collection of smaller textures, usually using a quadtree or similar data structure. Then do LOD swapping of the textures as the camera moves. This will allow you to have many smaller textures, but still have the detail when needed. Of course the code is much more complicated!
-mike -----Original Message----- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] On Behalf Of M. Halpin Sent: Friday, September 17, 2004 10:29 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] Large Textures Has anyone found any interesting workarounds for dealing with large textures? Specifically, I'm interested in the cases of a few several large 2D sprites against 3D backgrounds at very high speeds (preferably atleast 30/40fps on older machines with 3D cards). I would assume the most reasonable method would to be to load the spritesheet as a texture, and change texture coordinates each frame. However, some of the spritesheets are heavily animated and thus on the order of 1K to 2K in pixels (both width and height). Many older video cards I've tried have a limit of 1024x1024 pixel sizes, and I've heard some even have 256x256. Out of curiosity, does anyone have any good suggestions or interesting workarounds? =========================================================================== 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".