Hi Shawn,
>X-Accept-Language: en
>MIME-Version: 1.0
>Date: Mon, 16 Oct 2000 20:07:09 -0400
>From: Shawn Kendall <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Geometry By-Ref vs. Copying question
>To: [EMAIL PROTECTED]
>
>I am implementing "Skin and Bones" animation in our system. To do this
>I have to use the GeometryUpdater and I also have to use GeometryArray
>By-Ref mode. Everything works fine with my test apps, but I am trying
>to use this with models coming in from my OpenFLT loader. The loader
>was written to create "regular" copy based Geometry not by-ref Geometry
>so have had to "convert", basically make a copy of the original geometry
>that is by-ref type. It's a bit of a pain because of all the geometry
>types and all the checking involved.
>
>My question is this;
>Is there any performance cost with the by-ref vs. copying in general,
>meaning just regular rendering without GeometryUpdaters?
Yes, using geometry by reference will prevent
Display list (OpenGL) / VertexBuffer (D3D) being used
(since the reference may change frequently).
Under the new v1.2.1beta1 D3D, use of vertex buffer can
significantly improve performance.
>I am thinking on changing the loader to always generate by-ref Geoemtry,
>or at least the option to do so...
>Thanks for any insite.
>--
>___________________________________________________________
>
>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
>___________________________________________________________
>
Thanks.
- Kelvin
--------------
Java 3D Team
Sun Microsystems Inc.
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