Kelvin Chung wrote:
> Hi Alan,
>
>Thanks for your test program. We're able to reproduce the problem
> and bug 4748837 - Memory leak when new texture is set in Appearance
> is filed.
>
ok. Standard response, remind when the next release is planned?
> A workaround is to set new Appearance wh
Hi Alan,
Thanks for your test program. We're able to reproduce the problem
and bug 4748837 - Memory leak when new texture is set in Appearance
is filed.
A workaround is to set new Appearance whenever new Texture
is assigned. (see attachment). This should be fix by next release.
- Kelvin
Is there a way to query Java3D to determine the amount of texture memory
available? If not, is this planned to be available within the next year?
Failing that, has anyone developed a good performance tester to guess at
this figure? Ie take a static scene, keep upping the textures memory
used ti
> MIME-Version: 1.0
> Content-MD5: 5znBYCUyO3/HPwmUEXQWTA==
> Date: Wed, 31 Jan 2001 11:16:09 -0800
> From: Charmaine Lee <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] Texture memory use of GIF vs. RGB
> To: [EMAIL PROTECTED]
>
> Shawn,
>
> Java3D will send down 8-b
So it's up to the driver if they can texture natively using the 8-bit image.
> >
> > Charmaine Lee
> > Java3D Engineering Team
> >
> >
> >
> > > X-Accept-Language: en,pdf
> > > MIME-Version: 1.0
> > > Content-Transfer-Encoding: 7b
gt; Date: Tue, 30 Jan 2001 11:20:42 -0500
> From: Shawn Kendall <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Texture memory use of GIF vs. RGB
> Comments: To: Kelvin Chung <[EMAIL PROTECTED]>, Paul Byrne
<[EMAIL PROTECTED]>, Doug Gehringer <[EMAIL PROTECTED]>
> To: [
Good question Shawn.
I have been wondering about this for some time too, but have been too busy/lazy to
write a post or run a test.
I'd love to know the answer too! (..hint, hint j3d team..).
Thanks
Young.
::
Young Ly
Liquid Edge Games
http://www.rob
I have a general Java3D question, that may also relate to to hardware.
If I load up a RGB texture that is, say, 256 x 256, that is equal to
65535*RGB = ~ 192 K of texture memory (non-mipmapped)
If I load up a GIF texture that is the same 256 x 256, that is equal to
65535 * 8-bit image = 65535 of
erely,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jimmy Talbot
> Sent: 29 January 2000 20:00
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture memor
Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jimmy Talbot
> Sent: 29 January 2000 20:00
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] texture memory limit
>
>
> Hi Dani
Hi Daniel,
Thanks for your response.
> By my calculation your application uses over 39 MB for storing textures (and
> that's 8 bit textures!). Considering that most video cards have between 8
> and 16 MB for texture memory I'd expect pretty horrible performance (at
> best!). There is a good chan
ll the best,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jimmy Talbot
> Sent: 28 January 2000 20:43
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] texture memory
Hi,
Does Java3D have a "built-in" texture memory limit? I am using an SGI
Visual PC. I have a scene that has 150 textures, all 512x512. I can
display the scene just fine in VRML (so I know the machine can handle it);
in Java3D, the *first* 10 textures or so don't display. I don't get any
error me
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