If the referenced geometry matches a native rendereable format, it is not
copied. Think vertex arrays in OpenGL for instance. If we can match it,
we will pass it directly to the low level API. That is why we needed the
GeometryUpdater stuff.
Doug Twilleager
Sun Microsystems
>MIME-Version: 1.0
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>Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
>To: [EMAIL PROTECTED]
>
>Hehe, Oh I am sorry, but this gives me the giggles. I have built a generic
>shape-like object that I can perform lots of high level optimizations
>against. It stores its internal numbers in indexed format for a lot of
>reasons, one is memory, another is animation, another is cast and compact
>disk storage and retrievals. I can ask this object for whole slew of
>different GeometryArray and IndexedGeometryArray, and it builds the
>appropriate geometry array and returns it. Course I have to unwind the my
>own arrays to return an unindexed shape. I was was really suprised when I
>saw no frame difference whatsoever when I retreived an Index versus an
>Unindexed GeometryArray, and when memory usage went up for the indexed
>version I was pretty convinced it was "unindexing" it.
>
>It sounds like we would be foolish to ever use an IndexedGeometryArray of
>any kind since it just unwinds it at a cost of both cpu cycles and memory.
>
>When you use reference geometry does the referenced data make it all the way
>to the retained structures? Or does the shape node just use the referenced
>geometry, but still translate and copy it to the retained versions?
>
>Dave Yazel
>
>----- Original Message -----
>From: Doug Twilleager <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, December 04, 2000 1:21 PM
>Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
>
>
>Yes, Java 3D currently unwinds or unIndexifies indexed geometry before it
>renders it. It only does it when the geometry data actually changes. It
>does
>this because the index format does not map well to low level API formats.
>We
>could look at fixing this in a future release. As has been discussed here,
>the
>indexed format in Java 3D needs updating.
>
>For your problem, I am guessing that using geometry by reference will
>probably
>work best for you. It all depends on how often you plan on updating the
>geometry.
>If you plan on doing the update every frame, geometry by reference will be
>the
>way to go. Unfortunately, you will probably need to try both ways to find
>which
>one works better for your application.
>
>Doug Twilleager
>Sun Microsystems
>
>
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>>Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
>>To: [EMAIL PROTECTED]
>>
>>Ok I found the bug parade and located the bug you referenced. The note
>from
>>the developer is:
>>
>>When the indexed triangle strip array geometry is unIndexified, the
>>texCoordSetMap is not passed to the createGeometryArrayData().
>>
>>What I am confused about is the fact that I am using an
>>IndexedTriangleArray, not a strip array. The other thing I don't
>understand
>>is what unIndexified means... you don't suppose they are unwinding the
>>indexed geometry and passing a non-indexed version? I was actually
>suprised
>>to see my memory usage increase when I started using indexed geometry,
>>although by my calculations I has reduced the information by more than 50
>>percent.
>>
>>Dave Yazel
>>
>>----- Original Message -----
>>From: David <[EMAIL PROTECTED]>
>>To: <[EMAIL PROTECTED]>
>>Sent: Monday, December 04, 2000 10:16 AM
>>Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
>>
>>
>>Hmm I am not seeing this bug on the list. Is there more than one list? I
>>am looking at:
>>
>>http://developer.java.sun.com/developer/earlyAccess/java3D/java3d-bugs.html
>>
>>And I have verified this also happens for quads :( Did you find a work
>>around? It looks like it IS multi-texturing, just that its using the tex
>>coords from unit state 1.
>>
>>Dave Yazel
>>
>>----- Original Message -----
>>From: Pedro Estrada <[EMAIL PROTECTED]>
>>To: <[EMAIL PROTECTED]>
>>Sent: Monday, December 04, 2000 9:41 AM
>>Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
>>
>>
>>David,
>>
>>I encountered the same bug when doing terrain mesh multitexturing using
>>indexed triangle arrays. It is Bug 4390217. It has been identified and
>>corrected for 1.2.1 beta2. Check out the bug for more info.
>>
>>-Pedro
>>
>>----- Original Message -----
>>From: "David" <[EMAIL PROTECTED]>
>>To: <[EMAIL PROTECTED]>
>>Sent: Monday, December 04, 2000 9:09 AM
>>Subject: [JAVA3D] Indexed Triangle Arrays and Multitexture
>>
>>
>>> I have re-implemented my terrain mesh as indexed triangle arrays and
>>> everything is rendering fine with the exception of multi-texturing. I am
>>> not ruling out a bug of mine, but I have checked all the obvious places.
>>> The texture coords for unit state 2 are correct, the indexes for unit
>>state
>>> 2 are correct, the rendering attributes are correct. But the mesh is
>>> rendering without multitexture. Before I spend too much time on this I
>>> wanted to ask if there are any known bugs in 1.2.1 beta 1 OpenGL that is
>>> know regarding multi-texturing with indexed triangle arrays.
>>>
>>> Dave Yazel
>>>
>>>
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