Texture Rendering quality

Hello everyone,
I'm creating a simple J3D program that contains a flat plane with a texture applied to it. I'm finding that the rendering quality of the flat plane is unacceptable though. The image is very blurred, as though it has been dithered through a 1920's meat grinder. Here are some key points of interest to what I've got so far:
1) The image is a 512x512 PNG and looks fine on an Image Icon or outside of Java.
2) There is no intentional scaling occuring. I'm not scaling with the java.awt.Image class or with a J3D Transform.
3) I've tried setting a variety of Texture Attributes, Appearance filters, and Rendering Attributes to no avail.
4) I'm not using a MIPMap
5) Distance from the Shape3D object doesn't seem to affect the rendering positively. In otherwords, zooming in doesn't improve the picture.
Does anyone know how to get an image to render with reasonable quality? Is there an alternative to using Texture I should be looking at perhaps, or maybe there's an attribute I've missed? I would REALLY like to make the quality as best as possible when within 10 meters of the plane for example, something that would be comparable to what the user would see on a 2D presentation like an ImageIcon.
A sample of what I'm talking about can be seen here. Please ignore the obvious positioning problem.
http://www.carbonatedcomics.com/sample.png
The following is the code of interest.
...<Snippet (frame contains a simple ImageIcon>
        ImageIcon icon = frame.getImageIcon();
        Image image = icon.getImage();
        if (icon.getIconHeight()%2 != 0
                || icon.getIconWidth()%2 != 0) {
            image = image.getScaledInstance(512, 512, Image.SCALE_SMOOTH);
        TextureLoader tl = new TextureLoader(image,
                getPanel());
        ImageComponent2D image2D = tl.getImage();
        Texture2D texture = new Texture2D(Texture.BASE_LEVEL,
                Texture.RGB, image2D.getHeight(),
                image2D.getWidth());
        texture.setImage(0, image2D);
...<Snip snip snippet>
    public Appearance getAppearance(double width, double height, Texture2D texture) {
        Appearance app = new Appearance();
        app.setCapability(Appearance.ALLOW_TEXGEN_READ);
        app.setCapability(Appearance.ALLOW_TEXGEN_WRITE);
        app.setCapability(Appearance.ALLOW_TEXTURE_ATTRIBUTES_READ);
        app.setCapability(Appearance.ALLOW_TEXTURE_ATTRIBUTES_WRITE);
        app.setCapability(Appearance.ALLOW_TEXTURE_READ);
        app.setCapability(Appearance.ALLOW_TEXTURE_WRITE);
        ColoringAttributes ca = new ColoringAttributes();
        PolygonAttributes polyAppear = new PolygonAttributes();
        polyAppear.setCullFace(PolygonAttributes.CULL_NONE);
        ca.setColor (1.0F, 1.0F, 0.0F);
        texture.setMagFilter(Texture2D.NICEST);
        texture.setMinFilter(Texture2D.BASE_LEVEL_POINT);
        texture.setAnisotropicFilterMode(Texture2D.ANISOTROPIC_NONE);
        //texture.setMinimumLOD(200);
        app.setPolygonAttributes(polyAppear);
        app.setColoringAttributes(ca);
        app.setTexture(texture);
        TexCoordGeneration tcg = new TexCoordGeneration(TexCoordGeneration.TEXTURE_COORDINATE_2,
                TexCoordGeneration.NORMAL_MAP);
        app.setTexCoordGeneration(tcg);
        TextureAttributes tas = app.getTextureAttributes();
        if (tas == null) {
            tas = new TextureAttributes();
        Transform3D xform = new Transform3D();
        //xform.setScale(new Vector3d(1, 1, 1));
        //xform.setTranslation(new Vector3d(-.5,
        //        -.5, 0));
        //tas.setTextureTransform(xform);
        tas.setPerspectiveCorrectionMode(TextureAttributes.NICEST);
        tas.setTextureMode(TextureAttributes.REPLACE);
        app.setTextureAttributes(tas);
        RenderingAttributes ras = new RenderingAttributes();
        ras.setDepthBufferEnable(false);
        ras.setIgnoreVertexColors(true);
        app.setRenderingAttributes(ras);
        return app;
...<Snip snip snippet>
appearance = getAppearance(height, width, texture);
this.setAppearance(appearance);Thanks for your time!

Oye, I found my problem. I am loading images with a byte loader. PNG images to be exact. However, I wasn't specifying the format of the images when passing them to my Texture Loader. So, without a format, it looks like the bytes were just being interpretted as a compressed image.
User error.
Thanks to everyone who looked at this post!

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    Why can't I change the rendering mbps to higher than 8.0 in Pre 12? The output video (originally shot in 1920 x 1080) looks HORRIBLE! I'm attempting to create a 1 hour DVD (dual-layer; 8.5 gb) of the best quality I can. Pre 12 only uses 3.4 gb--so I have plenty of space left.

    kwixster
    There is no changing expectations when the discussion gets to frame size 1920 x 1080 versus DVD-VIDEO on DVD, 720 x 480 (NTSC) or 720 x 576 (PAL) with standard or standard widescreen. It is what it is. But, perhaps, I can help you determine if you are getting the best possible DVD-VIDEO on DVD product that you can from your Premiere Elements 12 workflow.
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    2. A key considerations are the properties of your source media and what is being set for the project preset by you or the project. Premiere Elements 12 assumes the role of setting the project preset based on the properties of the first video drag to the Timeline. Sometimes it does that OK, sometimes not. When not, it does not give you the closest choice, but rather defaults to its default of NTSC AVCHD Full HD 1080i30 or its PAL counterpart.
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    c. If progressive, then you want to use the NTSC/DSLR/1080p/DSLR 1080p30 @ 29.97 or the PAL Counterpart.
    d. If interlaced, you probably want to use the NTSC/Hard Disk Flash Memory Camcorders/Full HD 1080i30 so that you have a match up the field dominance of the video with the requirement of DVD-VIDEO Bottom Field First. Alternatively, you could use NTSC/AVCHD/Full HD1080p30 project preset and then apply Reverve Field Dominance at the Field Options/Timeline level.
    If the project is not setting the correct project preset, then you set it manually before you import media into the project.
    File Menu/New/Project and change the project preset accordingly.
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    The above is a rough idea of where you might look to seek "better".
    Please review, if any questions or need clarification, please do not hesitate to ask.
    Thanks.
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  • Rendering quality in premiere elements 12

    Im new to Elements 12 and im editing some videos i took with a gopro. Whatever small effect i add to it, when I render it, the quality goes down the drain from HD to a first gen motorola razr. Ive looked around and it seems like older versions of elements had render settings but i cant find them in 12.
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    What is the resolution of your Go Pro footage?
    When you add your video to your project's timeline, do you see a yellow orange line above the clips on the timeline in Expert view?
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  • Source video determines rendering quality of vector art / type / fonts

    I use the same export settings (template) for my webmovies. In this case 400x224 with WMV9 codec.
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    The output resolution is always 400x224, but eg. JVC HDV camera images and Kodak HDV camera images generate completely different type and vecotr art after rendering thru the same settings?
    I would say, it is vector art, so it will render nice and smooth on any resolution, whatever the background image is. Any help and hints will be appreciated!
    Tags: rendering type, rendering vector art, influence source material on type and vector art

    Thank you for you're relpy and help Hunt. I appreciate and understand you're hint.
    Though it is still weird for me that the 'bad' way PrPro renderes vector art (images and type) differs when different background footage is used.
    The render quality of type and vector art is completely different with different background footage. This means my customer will get ugly type and logo's on webmovies with footage from camera X, and smooth type and vector art with footage from camera Y. Both with the same final dimensions after rendering thru the same set of settings.

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