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  textures and memory  (Read 770 times)
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Offline aNt

Senior Devvie




AFK


« Posted 2004-07-15 16:15:24 »

textures and the loading of um.. if i have loads of
textures they seem to have hassle loading dynamicly
into the scene. like if i have 50 odd 1024*1024
textured .png shapes (all different textures).

am i just being mad in hoping it would be ok to
handle that?
Offline SpuTTer

Senior Devvie


Medals: 1
Exp: 14 years


Lazy Middle Class Intellectual


« Reply #1 - Posted 2004-07-15 18:29:13 »

you so crazy...

Not gonna be much help here.. you could preload them, but that would take a lot of memory.  Huh

Sacramento Volleyball
"Whitty phrase goes here."
Offline Yuri Vl. Gushchin

Senior Devvie




Speak Java!


« Reply #2 - Posted 2004-07-16 05:16:16 »

Hi,

As of memory requirements for texture loading, few revisions ago I added to DirectBufferedImage a method that can take existing byte[] of image data and construct an image basing on it.

Also to minimize memory usage you have to implement your own image loading mechanism instead of loading image in BufferedImage and after copying it into DirectBufferedImage like TextureLoader does:

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BufferedImage bi;
InputStream imgData;

ImageInputStream stream = ImageIO.createImageInputStream(imgData);
Iterator iter = ImageIO.getImageReaders(stream);
if (iter.hasNext())
{
  ImageReader reader = (ImageReader)iter.next();
  ImageReadParam param = reader.getDefaultReadParam();
  reader.setInput(stream, true, true);
  int iw = reader.getWidth(0);
  int ih = reader.getHeight(0);
  BufferedImage dst = DirectBufferedImage.getDirectImageRGBA(iw, ih);
  param.setDestination(dst);
  bi = reader.read(0, param);
  stream.close();
  reader.dispose();
}
else
  stream.close();


This code is supposed to save for you up to twice memory during image loading procedure.

Also I am thinking about adding lazy texture loading to the core and renderer, so textures will reside only in video memory rather than in both video and system memory. This sometimes may reduce performance, but in other cases will reduce runtime memory usage.

Yuri

Yuri Vl. Gushchin
JProof Group
Games published by our own members! Check 'em out!
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Offline aNt

Senior Devvie




AFK


« Reply #3 - Posted 2004-07-19 08:46:52 »

thanks dude- thats world be tops.  

i will give your example loader a try.. im loading  
around 1000 textures (1024*1024). so maybe im being abit overkill. and ive not even started playing with shaders.

looking at halfing the size of a texture and using more then one
texture on my objects.

all fun stuff
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