Has anyone here encountered really poor memory usage when using multiple texture
maps in a scene? I'm writing a visualization tool that requires several texture
maps to be rendered on quadrilateral surfaces. The problem is that the VM's
memory usage shoots up 4 or 5 megabytes with each texture added, independent of
texture size or color depth. With a heap size of 80 MB, I can only manage 16
128x128, 5 bpc textures in memory. This is pretty sad, since I can easily
manipulate one large 2048x2048 texture with the same heap -- effectively 16x the
texel space. Is there some bug with Texture2D or ImageComponent2D? Or am I just
missing something here?
Here's how I have my code set up: an array of Shape3D objects, an array of
Appearance objects, and an array of Texture2D objects. At each iteration of a
loop, I create the texture in a temporary BufferedImage, set an ImageComponent2D
with the BufferedImage, set a Texture2D object with the ImageComponent2D, add
the Texture2D to an Appearance, and finally add the Appearance to a Shape3D.
Any ideas or suggestions?

Thanks,

Andrew Lee
Sun Microsystems
High End Server Engineering
[EMAIL PROTECTED]

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