Hi Dave,

can you tell me what the results of your texture experimets were?
What is the "straight line syndrome " you refer to?

regards,

Chris

"Yazel, David J." wrote:

5. I think I have finallly found the right "combination" for large terrain
in Java3d.  I have experimented with lots of different configurations and
the following seems to offer the best performance/flexibility.  You are
going to laugh because it is counter-intuitive.  First of all I found out
that the "number" of shapes does not impact framerate assuming that the
number of verticies remains constant.  Only one texture can be shown per
shape, so there are advantages to having smaller shapes.  If you recall,
yesterday I had a grid of 200x200 height values mapped into a 4,000 x 4,000
area, with a total of 80,000 triangles.  Well I decimated the heightmap down
to 50x50, still mapped to 4000 x 4000, reducing the number of triangles to
5000.  Also, I orginally had 50 triangles per "cell" (single sub-mesh)
knitted together to make a single larger.  Now I kept reducing the "unit
size" of the submesh and looking for performance drops.  I expected to see
performance drops because dropping the unit size of the sibmesh results in
more sub-meshes being generated.  But I dropped it all the way down to ONE
without losing performance.  (now is when you can start laughing) So my
whole terrain over 4000 x 4000 virtual coordinates ends up being 2500 meshes
of two triangles each (as a deformed square).  The WONDERFUL thing about
this is that you can stretch a 128x128 texture on that size mesh very
nicely, which allows you to define a 50x50 map of textures to cells.  I will
be experimenting more this week on this, but it allows you to solve the
"straight line" syndrome by playing with texture coordinates and doing a
little bending.  I will post some screenshots if I can get something to look
reasonably good.

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