Package org.j3d.renderer.aviatrix3d.texture

Generalised classes for handling of textures.


Interface Summary
AVTextureCache A representation of global cache for texture instance management.

Class Summary
AbstractTextureCache An abstract implementation of the cache with a collection of useful utility methods for any cache implementation.
AVTextureCacheFactory A representation of global cache for texture instance management.
TextureCreateUtils Convenience class with a collection of useful utility methods taking an image and turning it into a Aviatrix3D texture object.

Package org.j3d.renderer.aviatrix3d.texture Description

Generalised classes for handling of textures.

Cache Details

The texture cache system supplied here is designed to cache objects at a much higher level. One of the fundamental assumptions that Java3D makes is based on object instance references. If the internals can determine that you've used the same reference more than once, it can apply a lot of optimisations. In the case of textures, you gain great benefits because Java3D only needs to store one image on the video card, rather than multiple copies for every time you have used the image. That is, Java3D has no magic ball to work out that you have used a file more than once if you have created separate references to it. The idea of this cache system is to keep around the higher-level Java3D objects representing textures so that you can gain the maximum benefits from Java3D's performance.

The cache is based around a factory and a number of cache implementations. Because different applications have different caching requirements, there are three default cache types available and you may also register your own custom versions with the system. All cache implementations are represented by an abstract interface. Your application code never deals directly with the implementation classes. An implementation is fetched from the factory. It is guaranteed that for each cache type, there will only be one instance created over the lifetime of your application. Feel free to grab the cache from the factory and then throw the reference away immediately as the factory maintains everything.

For those that don't feel like having to remember cache type configurations all the time, the factory also provides a way of setting a default cache. Once set, you can always fetch this without having to remember which type to use.

Default Cache Implementations

There are three implementations provided by default: Fixed, LRU and WeakRef.

Fixed cache never throws anything away unless you explicitly tell it to. Useful if you have a lot of small textures or a small amount of large ones that you use frequently.

WeakRef cache uses the Java weak-reference system to maintain textures. All textures are maintained with a weak reference. The normal rules apply. If the reference is garbage collected, we fetch all the object back again and put it back into the cache. Useful when you have a relatively small memory footprint or if you are using several really large images that impact memory usage elsewhere and you don't care if they disappear or not (that is, you access them infrequently and the performance penalty of having to reload them from disk is not an issue).

LRU cache uses the standard Least Recently Used algorithm to maintain the items in the cache. The most recently accessed objects are maintained and when too many are loaded the cache starts tossing away the ones that have not been accessed recently. The implementation here uses a fixed size cache (20 by default, but can be changed). Any more textures stored than the given number and the oldest items are turfed.

System Properties

There are two system properties that can be used with the texture caching. Both properties must be set before the texture caching system is started. If you set them after the first reference to the texture cache then the values will be ignored.
The default cache type is a string with one of the values fixed, lru or weakref (case-sensitive strings). This sets the type of cache to be returned if there is a request for the default cache.

The LRUSize is used to control the maximum number of items that can be stored in that cache implementation before items start getting removed. The value is an integer and the default value is 20.


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