Jean-Marie:
        There is internal bookkeeping needed to render each Shape3D which
results in increase in memory footprint and affects performance when there are
several thousand  dynamically changing Shape3Ds in a scene. There are couple of
ways to reduce the number of Shape3Ds in a scene:

        (1) use .compile() - Java3D will internally combine Shape3D when
possible
        (2) specify multiple geometries per Shape3D thereby reducing the number
of Shape3Ds in the scene.


-Uma
Java3D Team


> X-Lotus-FromDomain: RES
> Mime-Version: 1.0
> Content-Disposition: inline
> Date: Wed, 7 Feb 2001 12:10:14 -0500
> From: Jean-Marie Dautelle <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Shape3D Performance.
> To: [EMAIL PROTECTED]
>
> Hi,
> For our project we have thousands of Shape3D with very small geometry. When
> rendering (using nVidia Quadro, Linux-86 800Mhz), our benchmark indicates that
> each Shape3D is taking 20 microseconds (no appearance) and up to 30
microsecond
> when an appearance node is used to set different colors.
> This has to be compared with the geometry rendering: 15 nanoseconds per
vertex!
> It seems there is a huge penalty in breaking the geometry in Shape3D.
> This doesn't make any sense!
> The cost of a TransformGroup is 16 microseconds. Why is a Shape3D more
expensive
> than a transform (at least the transform is doing something, i.e. save
> transform, multiply transform, restore transform)?
> Any explanation is welcome.
> Thanks.
> Jean-Marie Dautelle.
>
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