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  D3D video memory error  (Read 620 times)
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Offline Breakfast

Senior Member




for great justice!


« Posted 2003-03-24 12:30:41 »

My little animated dude is going quite well now, but I have run into a problem when I come to including the viewPlatform in the movement behaviour.

Basically, it works fine on my PC at home, but when I try and run it on my work PC with it's Rage 128 Pro video card I get a d3derr_outofvideomemory when it tries to start out. It worked ok ( although with a depressingly low frame rate ) before I started moving the Camera with the central object of the animation (I had an orbitBehaviour controlling the viewPlatform position previously.) I have tried it with the OpenGL version of J3D and that is even worse.

On my system at home (slower processor than the work PC but with a GeForce 3 video card) it works perfectly.

Is this a problem with the way my code is working or is it something to do with the way that the Direct3D Java3D works or more to do with the video card. Although it only has 16 meg of memory  I don't have very much going on in terms of geometry and there are only two Textures (both Gifs, one 256 X 256 pixels and the other 700 x 700 - the standard sky background that is used in a lot of demos) and they were both working before I started moving the viewPlatform.

Any ideas?
Offline Breakfast

Senior Member




for great justice!


« Reply #1 - Posted 2003-03-27 08:24:49 »

I am such a numpty.

BranchGroup.compile()

That is what I needed to remember.

Sorry about that everyone. Carry on as you were.
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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