For the current set of API's, it doesn't matter. We store them
internally as arrays of floats. For the new Geometry by reference
feature, you will get much better performance using arrays of floats,
because we can pass it directly to the underlying rendering API.
Doug.
> MIME-Version: 1.0
> Content-Transfer-Encoding: 7bit
> Subject: Re: [JAVA3D] Request for information
> To: [EMAIL PROTECTED]
>
> Doug Twilleager wrote:
>
> >There are lots of topics regarding how we optimize Java 3D. If
> >you have something specific that you would like to know, just ask.
>
> Doug,
>
> Thanks for your explanations. Roll on December...
>
> Probably not the sort of question you were expecting, but a relevant one
> I hope:
>
> In the API there are many cases where we can pass data to a class as
> either a raw array (of floats for instance), or as a collection of
> objects (Point3ds say).
>
> Which is the optimum method from your side of the fence, i.e. which is
> the most efficient form for J3D? I'd guess plain arrays, but this is not
> necessary so.
>
> Any info you could give on this would be most helpful, because it makes
> a difference to how we hold and save our objects.
>
> Thanks,
>
> Andrew
>
> ===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
> of the message "signoff JAVA3D-INTEREST". For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".