Right,
So my 8 meg poxy video card is not something to write home about.
Thanks for the Advice
Cheers
 Adrian
----- Original Message -----
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 22, 2001 11:52 AM
Subject: Re: [JAVA3D] TextureLoader wows


> 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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