Big images - performance problems

hello,

Im about to write a board game in jme. I have a big image something like 5MB png  2024 x 1437 which is a scanned board. I create the texutre and i put it on the quad. Everything is fine except one thing - it takes a longer while to load it,  its not acceptable. Is there a way to load it faster?

thanks

Break it up into multiple smaller images?



No idea if that would improve or worsen performance but it's about the only suggestion I can think of.

Oh and if your image isn't a power of two it'll get stretched when loaded, which probably eats up a little bit of time not to mention making your texture look bad.

userek said:
Is there a way to load it faster?

Yes, don't use 'normal' image formats but the texture target format (in the correct size, as Gentleman Hal said) to avoid conversions.

And a lot of time goes into mipmap generation, don't use that or better yet use the dds format with mipmaps pre-generated. Then your image should load in a breeze.

irrisor said:

Yes, don't use 'normal' image formats but the texture target format (in the correct size, as Gentleman Hal said) to avoid conversions.

Thank you for advices. It solved my problem :).

Why dont you just reduce the size of everything and position the camera closer?



Problem solved (again).  XD

adamgp said:

Why dont you just reduce the size of everything and position the camera closer?

Problem solved (again).  XD

The size of what? of my texutre image? There is quite a lot of text on it so i can't just reduce the size because it won't be redable any more.

I meant EVERYTHING! Ok, texture text is a good reason not to reduce it. Why not blend the text out in Photoshop and create a number of carefully positioned Text nodes.

adamgp said:

I meant EVERYTHING! Ok, texture text is a good reason not to reduce it. Why not blend the text out in Photoshop and create a number of carefully positioned Text nodes.

Firstly because the problem is resolved already, secondly  because i would have to create about 50 carefully positioned text nodes :D.

Ok, but solution 2 is there for anyone else