Hi,

> >
> > (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?)
>

The example program under
examples/PackageInfo
can display current Java3D version.

>
> > (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?
>

You shouldn't know which version is running unless for
features not implement in current version of D3D
(e.g. line width, point size.. see readme)

The above optimization (2) is good in general for both OGL & D3D
and is not specific to hardware capabilities.

Thanks.

- Kelvin
------------
Java 3D Team
Sun Microsystems Inc.

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