Hi Shawn,

    This might be bug

    4338910 - change in valid vertex count not reflected
              in rendering when dlist is used

which is fixed in v1.2.1 beta1. Please try your program
in the upcoming release. If the problem exists
please send us a test program.
>
>I'm using a TriangleStripArray for the entire set of particles in our
>particle system.  Every four verts make up a two triangle quad that is
>the particles geometry.  Everything is working great except for one
>thing.
>When we have less than the "max" number of particles "live" in the
>scene, I would like to have the other particles not rendered.  To do
>this I am setting setValidVertexCount() to be only as many particles
>that are live (times 4- one for each vertex of the TriStrip).
>However, setting setValidVertexCount does not seem to have any effect if
>there is valid data in the GeometryArray.  In other words, if I set some
>particles coords/colors etc. then later setValidVertexCount() to less
>than the valid data, I still set the "dead" triangles in the Shape3D's
>render.
>
>Am I using this correctly?  Do I also need to use
>setInitialVertexIndex()?  I have tried that too but still didn't get it
>working correctly.
>What is the correct way to limit the GeometryArray's render?  I
>considered using By-Ref but from what I understand, the direct copy set
>methods will be faster than By-Ref in this case because the TriStrip can
>be made into vertex bufferes(D3D) or display lists(OGL) and will get T&L
>acceleration.  Is that correct?

T&L is always used if the driver support.

Using vertex buffers (D3D) / display list (OGL) is faster if the
driver optimize the use of it (as in GeForce card).
v1.2.1 beta1 (and later) DirectX version will support vertex buffer.


>  Or does all the set() methods just
>cause a complete recopy to the hardware anyway so then By-Ref could be
>used?

The vertex will not copy internally if By-Ref is used.

>Any ideas on this one?
>Thanks for any help.
>I tried on DirectX1.2 beta and OpenGL 1.2 release, but it made no
>difference.

Thanks.

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

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to