What is an optimal way to draw very dynamic geometry ?

For all kinds of simple tranforms I would modify a parent TransformGroup
from behaviour. For geometry oscillating between few precomputed states
I would use Morph node. But what if I want vertices to be truly dynamic
- computed every frame ?

I can create new GeometryArray for each frame, but I suppose a lot of
wasted cpu time would go into it - set up everything, translate between
encodings, prepare optimized internal format for just single frame.

What is a performance-sane way to do such thing ?

Second question, partially tied to first one - is there a wakeup
criterion 'if visible' ? I would like to have bound region, without any
geometry/shapes and to draw something in immediate mode if it is
visible. I can just iterate through all such regions by hand in
postRender and check if they are visible, but if retained loop does
visiblity bound testing anyway, maybe I can use existing stuff ? I want
to use this for particle effects - enclose every source in given bounds
and then render it by hand in immediate mode.

Third one - if second is not possible. What is an easy way to determine
if give bound region is visible ? This is more or less checking for
intersection of given bounds and shape defined by camera (front/back
clip plane + angles given by fov). Is there a ready method like
View.isBoundVisible(bounds) ? Or at least View.getVisibleRegionShape()
so I can intersect it with bounds ?


Artur

===========================================================================
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