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[JAVA3D-INTEREST] Texture Image and shared memory !

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Anonymous

in our program we use texure mapping very heavy,the image data is
changed allways. the image come from outside java (for example C
program), so we use JNI to access the image data using sharedMemory, the
buggy is that I should allways copy the image from the shared memory the
texture image data.
it will be great if there is a way to use the texure image data as
sharedmemory, so that I don't need to update each time. take in mind
there is alot of shape3D which use such texture mapping.

--
Amir Bukhari

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kcr
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Joined: 2004-03-17

> it will be great if there is a way to use the texure image data as sharedmemory,
> so that I don't need to update each time.

This is something we've talked about for the 1.4 version of Java 3D. Basically what we would need is a way to use direct NIO buffers for images (in a similar manner to that of geometry). Since there isn't any way that I know of to use NIO buffers for image data in AWT, we would probably do something along the lines of adding new set/get methods to ImageComponent* that take a J3DBuffer object (or possibly a new J3DImageBuffer object since we may need to attach more information). Ideally, something like this would eventually find its way into AWT.

-- Kevin