Version 1.3 will allow you to modify the BufferedImage of a live or compiled ImageComponent, via a new ALLOW_IMAGE_WRITE capability bit.
-- Kevin Rushforth Java 3D Team Sun Microsystems [EMAIL PROTECTED] >Date: Fri, 12 Oct 2001 13:00:54 +0200 >From: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]> >Subject: [JAVA3D] [Fwd: Re: [JAVA3D] what's the value of texture by reference?] >To: [EMAIL PROTECTED] > >should have been sent to the list. > >-------- Original Message -------- >Betreff: Re: [JAVA3D] what's the value of texture by reference? >Datum: Fri, 12 Oct 2001 09:38:00 +0200 >Von: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]> >Firma: University Of Vienna, Department of Medical Computer Sciences >An: Paul Pantera <[EMAIL PROTECTED]> >Referenzen: <[EMAIL PROTECTED]> > >But the documention says: > >------------------------------------ >public void set(java.awt.image.BufferedImage image) > >Sets this image component to the specified BufferedImage object. If the >data access >mode is not by-reference, then the BufferedImage data is copied into >this object. If >the data access mode is by-reference, then a reference to the >BufferedImage is >saved, but the data is not necessarily copied. >Parameters: >image - BufferedImage object containing the image. The format and size >must be the >same as the current format in this ImageComponent2D object. > >Throws: > RestrictedAccessException - if the method is called when this object >is part of >live or compiled scene graph. >----------------------------------------------------- > >So you can't call it in a live or compiled scene graph ! > >regards >Paul > >Paul Pantera schrieb: > >> The difference is that texture in the "normal" mode will copy your >> texture into Java 3D's internal data structures. Texture by reference >> will not - it will use a "reference" to your data. Therefore, texture >> by reference is faster. If you are updating your texture every frame, >> then texture by reference is the only way to go. You can pre-load all >> the textures at the beginning and simply change the reference each >> frame. In general, cutting down large data copies is the best >> way to speed up a Java 3D application. >> >> -Paul >> >> > Delivered-To: [EMAIL PROTECTED] >> > MIME-Version: 1.0 >> > X-Priority: 3 >> > X-MSMail-Priority: Normal >> > X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 >> > Date: Wed, 10 Oct 2001 22:15:30 -0700 >> > From: "Michael P. McCutcheon" <[EMAIL PROTECTED]> >> > Subject: [JAVA3D] what's the value of texture by reference? >> > To: [EMAIL PROTECTED] >> > >> > I'm just in the beginning stages of working with textures. However, i keep >> seeing this "texture by reference" thing popping up. >> > >> > My question is, what does using a texture by reference give you that using a >> texture in the "normal" way does not? >> > >> > Is there some performance advantage to using texture by reference? >> > >> > If I have a bunch of objects and I want to update each objects texture for >> every frame, which method is better? Is one faster for switching textures on an >> object each frame? >> > >> > Is texture handling going to be any different under Java3D 1.3? >> > >> > Mike >> > >> >> =========================================================================== >> 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". =========================================================================== 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".
