Hi Kelvin, hi group!

Wow, it starts making sense to my stupid mind now.

 >     But D3D don\'t support QUADS, so we break the
 > primitive into to draw two triangles at a time
 >
 > using
 >   DrawPrimitiveStrided(D3DPT_TRIANGLEFAN,
 >                        vertexFormat, &strideData, 4, 0);

Strided? Uhhhh....
Lots of work for the driver I suppose.

 > So for ColorCube there are 6000 DrawPrimitives call.
 > That\'s why it hurts performance as Philip Taylor
 > from Microsoft mention in his email.

Sure.

 > There are several things that you can do right now to
 > improve performance.
 >
 > (1) Use TriangleArray instead of QuadArray to define Cube
 >     (Only if D3D version is used)

How can I figure what driver is used? (Or should I know?)


 > (2) In you scene graph there is a TransformGroup above every Cube.
 >     You can eliminate the 1000 TransformGroup by per-transforming
 >     the coordinate in your Cube definition. This can significantly
 >     increase performance under v1.2 (compare with v1.1.3).

Hm, in my original stuff, the actual GeomtryArray for the cube was kept static,
bc. I thought having the geometry/vertex data only once (only one vertexbuffer in the 
future) being transformed from case to case should be faster. Vertexbuffers are a 
limited resource bc. they use videomemory on T&L systems and a transform is cheap 
there.

Do I have to construct my graph due to hardware capabilities now? How can I find out 
about that? I will need to know wether I\'m on OGL or D3D and than on which version of 
J3D?

Solutations,

- J

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