I just switched from using a large TriangleArray to a QuadArray and I'm
getting blue-screened on WinXP/j3d 1.3b1/direct3d8.1/nvidia gforce2mx
(latest drivers). I'm aware that older direct3d versions don't support
quadarrays, but I assumed that I'd just get software rendering.
... works fine unde
Hi,
I am trying to set up a system using several
networked PCs running Linux, each with their own OpenGL graphics
accelerator. I have searched near and far for such an example, but
have been unsuccessful. Anyone using such a system? How are the
displays coordinated over the network? Ha
Our primary trick is to use GIFs so that we can use four times as many
textures as otherwise. Also trying to make sure we use as small as
possible of textures (and letting them tile or stretch).
Multitexturing is certainly a good trick. Dynamically loading textures
as you travel to different are
Wow, so how do you avoid having your scenes look repetituve and bland?
Multitexturing? I thought that would be worse than what I'm doing.
- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 22, 2002 1:03 PM
Subject: Re: [JAVA3D] Perf
The file sizes mean essentially nothing. Take the dimensions and
multiply them then multiply for color depth (i.e. we use a lot of 256
color GIFs specifically to keep our textures small). Most likely when
you load the PNG and JPG files they become 32 bit images inside Java.
Most likely I'd say
The file size on disk is under 2 meg for all my textures (these are in the
compressed formats of png and jpg) I did not use 32 bit color, and I assume
the system keeps the textures uncompressed. How can I figure out how much
vid memory is used? Is there a utility that can access the system and
Dear All,
I am playing with the keyNavigatorBehavior a bit and found that thhe same code works
on Win2000 but not on RedHat 7.2. Both systems run on the same laptop so thee
hhardware is identiccal. Could it be keyboard mappings?
thanks!
pw
Chad,
If you don't think you have "too much textures" take the time to
calculate out just how much memory they are all taking. You might
surprise yourself. A single "full color" (32 bit color) 512x512 image
takes 1 Meg. Slam just a few dozen of those around and you're seriously
straining even