java - LWJGL with Slick-Util use a lot of RAM to load texture -
if use slick-util load textures lwjgl uses lot of ram. here example console-output:
message.info ((runtime.getruntime().totalmemory() - runtime.getruntime().freememory()) / 1000000 + "mb"); texturemanager.loadtexture("gui.wallpaper", "resources/wallpaper.jpg"); message.info ((runtime.getruntime().totalmemory() - runtime.getruntime().freememory()) / 1000000 + "mb");
the "texturemanager.loadtexture(...)" method following:
string texturefileformat; if (thepath.contains("png")) { texturefileformat = "png"; } else if (thepath.contains("jpg")) { texturefileformat = "jpg"; } else if (thepath.contains("jpeg")) { texturefileformat = "jpg"; } else { texturefileformat = "png"; } thetexture = textureloader.gettexture(texturefileformat, new fileinputstream(thepath), true); // === store onto hashtable === // textures.put(thename, thetexture);
this uses (like viewable in console output) quit 80 mb. why? "wallpaper.jpg" 290kb lage!
what wrong?
this console output:
2013-09-24 21:32:40 [info] [client] 4mb tue sep 24 21:32:40 cest 2013 info:use java png loader = true 2013-09-24 21:32:41 [info] [client] 89mb
i hope, of know solution.
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