w data. You can use
BY_REF mode to avoid recopying of the data.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Alessandro Borges [mailto:[EMAIL PROTECTED]
Gesendet: Freitag, 6. Juni 2003 14:28
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] Texture loading problem for big files ...
Another opt
data. You can use
BY_REF mode to avoid recopying of the data.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Alessandro Borges [mailto:[EMAIL PROTECTED]
Gesendet: Freitag, 6. Juni 2003 14:28
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] Texture loading problem for big files ...
Another option
sandro
- Original Message -
From:
hammad
To: [EMAIL PROTECTED]
Sent: Thursday, June 05, 2003 1:58
AM
Subject: [JAVA3D] Texture loading
problem for big files ...
I am trying to load a map within my 3D Universe via TextureLoader
utility
components.
You could probably load a 2k x 2k image in under a second with this approach.
Dave Yazel
-Original Message-
From: hammad [mailto:[EMAIL PROTECTED]
Sent: Thursday, June 05, 2003 12:58 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Texture loading problem for big files ...
I am trying
Sent: Thursday, June 05, 2003 1:58
AM
Subject: [JAVA3D] Texture loading problem
for big files ...
I am trying to load a map within my 3D Universe via TextureLoader
utility.. The problem which i am facing is that is eats a hell lot of time
I have tried differenent file formats
vel, image);
}
- Original Message -
From: "Lan Wu-Cavener" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 05, 2003 3:57 PM
Subject: Re: [JAVA3D] Texture loading problem for big files ...
> hi,
>
> I assume that t
hi,
I assume that this can only applies to BASE_LEVEL, There is no way to
generate MULTI_LEVEL_MIPMAP texture wihtout using TextureLoader.
Lan
At 10:29 AM 6/5/2003 -0300, you wrote:
Texture tex = fastLoadJPGTextures("stone.jpg", Texture.BASE_LEVEL,
Texture.RGB, 0);
/ BEGIN CODE *
return
t2d; }
/*** END CODE
/
I hope it helps
Alessandro
- Original Message -
From:
hammad
To: [EMAIL PROTECTED]
Sent: Thursday, June 05, 2003 1:58
AM
Subject: [JAVA3D] Texture loading problem
for big fil
To: [EMAIL PROTECTED]Subject: [JAVA3D]
Texture loading problem for big files ...
I am trying to load a map within my 3D Universe via TextureLoader
utility.. The problem which i am facing is that is eats a hell lot of time
I have tried differenent file formats like gif, bmp and jpg ...
May be it's possible to preload it via one Thread?
So you take no notice of loading the texture.
greetz Martin
- Original Message -
From:
hammad
To: [EMAIL PROTECTED]
Sent: Thursday, June 05, 2003 6:58
AM
Subject: [JAVA3D] Texture loading problem
fo
--
From:
hammad
To: [EMAIL PROTECTED]
Sent: Thursday, June 05, 2003 7:58
AM
Subject: [JAVA3D] Texture loading problem
for big files ...
I am trying to load a map within my 3D Universe via TextureLoader
utility.. The problem which i am facing is that is eats a hell l
I am trying to load a map within my 3D Universe via TextureLoader utility.. The problem which i am facing is that is eats a hell lot of time
I have tried differenent file formats like gif, bmp and jpg . the.bmp files loads the fastest that is around 40 secs ... which is a 12MB file
AM
Subject:
Re: [JAVA3D] TextureLoading/Choppy Frame Rates
If frame rate drop is more dramatic when setting the texture,than say,
adjusting the size of the window (without textures), then it may bedefinitely
that the card doesn't support well texturing.
Try adju
Greg,
Texture loader will resize your image to make it a power of two. So
that will adjust the "quality". And as you approach your image or zoom
out from it the display of it will change as it gets larger or smaller
(thus causing more interpretation of your original image).
>From what you menti
Hadn't appreciated the perspective view point, but
found the TextureByReference example in the j3d demo
files anyway.
The imagery is still inferior but this may be to the
formatting of the actual image.
Cheers.
__
Do you Yahoo!?
Yahoo! Mail Plus -
Hello,
I created a flat (pooltable) image which I then split
into two parts, one being the base cloth with pockets
and the second being the cushions and side rails.
I then create two QuadArrays of arbitary but identical
size and attach the two sperate images respectively as
textures ( also settin
Out of curiosity, have you tried loading the images using the Java 1.4 ImageIO APIs?
I'm not claiming that it'll be better, but I observe that TextureLoader only appears
to use either Toolkit.getDefaultToolkit() or JAI if it available. (Presumably because
it can't assume the availability of Jav
John Wright wrote:
>I was experimenting with this yesterday and only saw about a 25%
>performance increase by using the image loading code from j3d.org vs
>using Sun's "TextureLoader". So I wouldn't expect to see any large
>changes. You could put in a lot of work, end up with something less
>fl
I was experimenting with this yesterday and only saw about a 25%
performance increase by using the image loading code from j3d.org vs
using Sun's "TextureLoader". So I wouldn't expect to see any large
changes. You could put in a lot of work, end up with something less
flexible and only gain a mi
John Wright wrote:
>You could manually insure that your image is sized in powers of two and
>rewrite the texture loader code to not resize your image as you load it.
>
>
>
Definately insure your using power of 2 texture sizes. That said, we
found we had to move to using our own texture loading s
-
> From: Zak Nixon [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, October 02, 2002 3:59 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Texture loading
>
> BlankI have a globe with a texture wrapped around it. While the creation of
> the globe, it takes a long time
> to load
lto:[EMAIL PROTECTED]]
Sent: Wednesday, October 02, 2002 3:59 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Texture loading
BlankI have a globe with a texture wrapped around it. While the creation of
the globe, it takes a long time
to load the texture. Is there anyway to speed up the loading of a tex
BlankI have a globe with a texture wrapped around it. While the creation of
the globe, it takes a long time
to load the texture. Is there anyway to speed up the loading of a texture. I
am currently have the code at the bottom of this message..
Thanks for your help.
- Zak
Code below:
---
soon. I guess frame rates should increase dramatically then.
Appreciate the help guys.
- Alex -
- Original Message -
From:
Carlos D Correa
To: [EMAIL PROTECTED]
Sent: Thursday, September 26, 2002 12:28
AM
Subject: Re: [JAVA3D] Texture
Loading/Choppy Frame
If frame rate drop is more dramatic when setting the texture, than say, adjusting
the size of the window (without textures), then it may be definitely that
the card doesn't support well texturing.
Try adjusting texture parameters such as Magnification and minification filters,
using texture.set
OTECTED]>
> Sent: Wednesday, September 25, 2002 7:47 PM
> Subject: Re: [JAVA3D] Texture Loading/Choppy Frame Rates
>
> > Alex,
> >
> > The general recommendation would be to buy a reasonably modern video
> > card. Another trick you might do is make the texture a bit
performance)
-- Peter
> -Original Message-
> From: Alex Hew [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 25. September 2002 14:02
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Texture Loading/Choppy Frame Rates
>
>
> Hi John,
>
> Thanks for the quick reply.
M
Subject: Re: [JAVA3D] Texture Loading/Choppy Frame Rates
> Alex,
>
> The general recommendation would be to buy a reasonably modern video
> card. Another trick you might do is make the texture a bit less
> demanding. Convert the jpg to a GIF (so you are only using one byte per
> pi
Alex,
The general recommendation would be to buy a reasonably modern video
card. Another trick you might do is make the texture a bit less
demanding. Convert the jpg to a GIF (so you are only using one byte per
pixel rather than 4 bytes per pixel), also you might consider reducing
the size of t
Hi all,
I have a terrain generated using the
TriangleStripArray, and a model running on the terrain. The fps is around
52.
When I set a texture to it using the code stated
below, TextureLoader load = new TextureLoader("grass.jpg",
null);
Texture texture = load.getTexture();
appearance.se
Hello,
is there any simple way to load a texture without
any component (for example, in a loader) ?
--
Denis Troller
"Gary L. Graf" wrote:
>
> Hi - Why does the TextureLoader constructors require a Component object
> for reference. I am trying to use 'good' object oriented programming
> and build some class collections of shapes and what not to use in
> different programs. I would like to define the textures a
Hi,
this is no solution for everyone but if you want to use tiff's or png
(because they have 8 bit alpha values!) you can use the Java Advanced
Imaging Api without the need of using a component.
Here's my code:
RenderedImage src = (RenderedImage) JAI.create("fileload", file);
BufferedImage b
f> question)
Of> I have heaps of classes constructor./methods with a canvas 3d argument
Of> because of this
Of> Sun people?
Of> Olivier
Of> -Original Message-
Of> From: Gary L. Graf <[EMAIL PROTECTED]>
Of> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Of>
If you are familiar with AWT then you know that when an image
is loaded it is done asynchronously (other things may happen
at the same time). To allow the program to monitor the image
load an 'image observer' "watches" the load process. The
image observer can be queried for image size and other
PROTECTED]>
Date: Thursday, October 21, 1999 3:51 AM
Subject: [JAVA3D] Texture loading
>Hi - Why does the TextureLoader constructors require a Component object
>for reference. I am trying to use 'good' object oriented programming
>and build some class collections of shapes an
Hi - Why does the TextureLoader constructors require a Component object
for reference. I am trying to use 'good' object oriented programming
and build some class collections of shapes and what not to use in
different programs. I would like to define the textures as part of my
class but very few
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