I'm guessing that your performance problems have to do with adding "live" functionality to the scene. Every object that can be changed at run time must be checked for incoming and outgoing information for each frame. Add to this picking behaviors which must now analyze your mouse position and compare it to every piece of live geometry. This is why most of the larger nodes have capability attributes, use them wisely.
I was told a long time ago that the reason commercial 3D games ("Quake" etc...) are so fast is that 99% of what you see on the screen is static. There is a reason they do that...... performance.
Hope this helps.
Don
Britt Worofsky wrote:
Hi all,can anyone explain to me this phenomen:
I implemented a small VRMLViewer panel that loads a .wrl-file and
displays it, allowing navigation with mousedrags.
If I start this viewer (wrapped in a Frame), rendering of the scene is
very fast and navigation is fluently - like it should be.
But if this viewer is part of a AWT-application, which includes
picking of some objects and modification of them (changing color,
geometry & texture), the scene rendering slows down and navigation is
*very* jerky.
The GUI of the application is quite small, so what is using so much
resources at this time?
Has anybody made similar observations and knows a workaround?
Any help is appreciated!I am working on a PC (P3 with 450MHz and 128MB Ram) with NT4.0.
Britt
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