Thanks everyone for your help.
Dave Yasel,
Im not mip-mapping
My animation is around one frame every 4 seconds. A slideshow if you like,
Rather Than a movie.
Im already using your threading Idea. infact Ive just found a Major . I
revisited the threading and found that I was constructing a new thread every
time without disposing of the old one. I was accidently declaring the thread
as a local Variable to the processStimulus method, hence the stratsopheric
ramblings of my memory usage.

It now works fine!!

Dave Schachter
Yep im using 2n Jpegs  already  but thanks anyway

John

See threading issue above You were right!
But do you know Just how big is to big? And can you suggest a different
method for loading that I could look at in the future?

Kind Regards to all
Adrian

----- Original Message -----
From: "David Schachter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 21, 2001 7:33 PM
Subject: Re: [JAVA3D] TextureLoader wows


> Adrian--
>
> When we load 640x480 jpegs, things work ok (using JAI). When we tried to
load even a single 1600x1200 jpeg, bad things happened. (I don't recall what
they were but they may have been Out of Memory errors.)
>
> To avoid loading jpegs for video texturing,  we now pre-process all the
frames into a power-of-two format that's exactly what a BufferedImage wants
to have. This gets rid of a lot of processing and data copying. In turn,
that helped a lot on performance and reduced memory demands.
> For additional performance, we created a separate thread to pre-load the
texture images, overlapping compute and I/O.
>
> Hope this helps.
>
>                                         -- David Schachter
>                                             Synthespia, Inc.
>
> At 09:43 PM 11/20/2001 -0700, Adrian Meekings wrote:
> >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".
> >
>
>
> --
> [EMAIL PROTECTED] (email is preferred)
> Voice: +1 415 948 6769
> Fax:   +1 801 640 2154
> Mail:  1220 La Playa, #301, San Francisco, CA 94122-1077
>
>
===========================================================================
> 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".

Reply via email to