For what you are trying to do I would suggest not using the texture loader. But if you do, I would make sure you are not doing mipmapping. I am assuming that you do not want to mipmap those enormous textures. The next thing you might want to consider is that there are limits to the speed in which you can load textures into the card. How this limit compares to the speed in which you can load and decompress your large textures would have to be examined. If you are doing video textures, and the textures have to be this big, then the frame rate will be determined by the speed that the textures and be loaded into memory and then loaded into the card. I would set up a thread that was reading the textures in and queueing them to be displayed. Then I would have a behavior per frame that checked to see if there was a new texture to be loaded. This would make the system tolerant of slowdowns on either the producer or the consumer. I would also make sure you were loading the textures by reference with y-up true to stop extra copies. You of course would need to flip your texture coordinates to see the texture properly.
P.S. Since 1024 x 1024 is bigger than the average screen of 1024x768 you might be having a lot of extra texture density than you are really using. Dave Yazel -----Original Message----- From: Adrian Meekings [mailto:[EMAIL PROTECTED]] Sent: Tuesday, November 20, 2001 11:43 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] TextureLoader wows Hi folks Ive Had it with Texture loader. Can anyone offer answers to the following. Im trying to load in an 1024 x 1024 JPEG images, lots of them, one at a time though. Im using them to animate a Texture. The Problem I get is the usual : java.lang.OutOfMemoryError << no stack trace available>> ;/ grrrr!!!! Im using -Xmx256 (as much as I can spare ) with a 500 Billion Trigabit paging file but I still get this error. The Windoze NT Task Mangler shows the memory usage soaring into the stratosphere. Im using the same Variable name each time and creating a new Texture loader. Ive Tried -Xincgc (incremental garbage collection) but It still only postpones the enebitable slightly. I need the 1024x 1024 (works fine for smaller JPEGs) I cannot find any reference to the Max Size of JPEg that can be loaded. Has Anyone got a reliable work- around for this ?? Thanks in advance Adrian =========================================================================== 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".