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?

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