Shawn,
i didn't follow the threads to this issue very carefully, but i know you use native methods. Calling them has a huge overhead as one of my benchmark showed. How often do you call them? 
Regards
Markus
 
----- Original Message -----
Sent: Wednesday, October 11, 2000 12:04 AM
Subject: Re: Setting Transforms

We are in fact doing animations.  But there are not skin n'n' bones, yet.  Simple articulated system.  The actual test model is a .flt AT-AT from Star Wars.  The model is 997 polys.  Interestingly enough, in Friday's lecture I will be demo-ing Java3D morphing vs. skinning in Java3D, using the GeometryUpdater interface...

The model is VERY optimized and well organized with the minimum possible Shape3D and nodes.  Something in our setting the tranforms is not jiving and the performance is dropping through the floor.  But "many a slip 'tween and cup and a lip", finding where the problem is proving to be quit complex because we are using our custom loader, custom behavior execution, the animation code, JNI, and then Java3D...

David wrote:

Shawn... As usual it sounds like you guys are up to something interesting.  Did you post that your crew are attempting animations?  I don't suppose these are bone and mesh animations?  I have not attacked that problem yet, so I am interested in learning anything you guys might figure out. Dave Yazel
----- Original Message -----
Sent: Tuesday, October 10, 2000 4:57 PM
Subject: [JAVA3D] Setting Transforms
 I apologize in advance, if this info is already been posted on the list or in the API docs.

I have a few questions about TransformGroups, related to internal operations and performance...

1)  When setTransform() is called, does that cause a synchronized thread operation?
My understanding was BranchGroups synchronize so you can attach/detach in the middle of a render.  Are TransformGroups similar to this?  Do they sync to prevent mid render changes?
If so, if I know that my updates to my transforms happens BEFORE the render starts is there anyway to disable the sync

2)  Are there addition checking in TransformGroups related to the ViewPlatform.  Some of the weirdest bugs we seen seem to be related to the View and TransformGroups that are seeming unrelated in the scene graph.  If so, why does every TransformGroup do that checking when only a few TG will directly effect the View at any given time?

Thanks for any insight.
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___________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
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--
___________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
___________________________________________________________
 

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