Hi, I was wondering whats the best way to use the (sub-)classes of GeometryArray. Given a set of vertices and the necessary connection information, there are many ways to create the "geometry" of the object in question. Just to name a few (just take a look at the subclasses of GeometryArray: TriangleArray QuadArray IndexedTriangleArray IndexedTriangleStripArray IndexedTriangleFanArray etc. Obviously, the indexed variants will be more memory-efficient, but what about performance? For the TriangleStripArray is it best to use long or short strips? Are there any general rules people know? Does it depend on the underlying rendering engine (OpenGL versus DirectX)? Regards Heiko [EMAIL PROTECTED] =========================================================================== 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".
