Adrian,

Personally I use TextureLoader just fine, I've not implemented any
special image loaders myself.

Consider that a JPEG loads as a 32 bit image, thus 1024x1024 times 4
bytes per pixel is 4 Meg of RAM.  Usually the problems show up when you
try to slam a couple of these into a video card with only 16 Meg.

- John Wright
Starfire Research

Adrian Meekings wrote:
>
> 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
> > >
> >
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