FYI I have been scanning performance content on the list and building a performance
perls document.  I'll put it up on the web if anyone is interested.
I think the comment from Kevin Rushforth is the reference you are after:

SetTransform

   1.The setTransform(Transform3D t) method of the TransformGroup class consumes a lot 
of memory.  It also slows
     significantly
     From:  roland
   2.t3d.set and tg.setTransform(t3d) when called halve the framerate (28 
TransformGroups and 3 Models).
     From: Suris Mesdaghi

If you create a Transform3D from a vecmath Matrix4 object, the matrix has to be 
classified.  The current classification method is inefficient.  If you use quaternions 
or the setScale, setRotate, setTranslate methods of Transform3D, then the 
classification is more efficient.
Another possibility is that Java 3D 1.2 currently has some performance problems with 
changing transforms in the scene (as opposed to those above the view platform).  Java 
3D 1.2.1beta1 should improve the performance of setting transform nodes.
From: Kevin Rushforth


Paraskevas Orfanides wrote:

> I believe that in a previous discussion, quite some time above, someone had
> mentioned such a performance decrease due to the changing the values of
> transforms.  I think a workaround was to use quads instead of transform
> rots, or even direct access of the matrix in order to do the rotations.
> But that's when you try to rotate objects, not the view.  I don't know how
> valid the above statement actually is, and I hope someone else gives input
> on that.  Anyhow, something like that may improve things a bit if you are
> willing to work on making the necessary changes.
> Paraskevas
>
> --- Geoff Morris <[EMAIL PROTECTED]> wrote:
> > Artur, thanks for your comments.
> >
> > When I reduced the sphere's divisions to four (as John suggested), the
> > creation time for the scene graph was improved, but the mouse rotation
> > was
> > still too slow.  Perhaps this slowness may also have something to do with
> > the 2000+ TransformGroups and 2000+ Shape3Ds in the scene?  Perhaps, I'm
> > being too optimistic, and asking for too much?
> >
> > Thanks,
> > Geoff.
> >
> > ----- Original Message -----
> > From: Artur Biesiadowski <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Tuesday, April 10, 2001 8:01 PM
> > Subject: Re: [JAVA3D] Performance Problem: Creating Scene Graph and
> > RotationBy Mouse
> >
> >
> > > > Geoff Morris wrote:
> > > >
> > > > Hi:
> > > >
> > > > I've attached example code that generates and displays about 2000
> > > > spheres (I've tried ColorCubes).
> > > >
> > > > Creating the scene graph, and rotating by mouse is very slow, and
> > it's
> > > > really unusable.
> > > >
> > > > It may be that my PC is incapable of better performance, but I'm
> > > > hoping someone can see something that I'm doing wrong, or can offer a
> > > > suggestion that may help improve the performance.
> > >
> > > As John already said, try to reduce detail level of spheres.
> > >
> > > Currently every sphere has 100 quads, which is similar to 200
> > triangles.
> > > Over 2000 spheres give about 400.000 triangles per frame. Of course
> > some
> > > of them are backfacing, but regardless, all data have to be sent to
> > > graphic card. 400k triangles is really a big number. My Geforce 1
> > > (cheapest variant) gives about 8-10 fps for this scene - I think it is
> > > really good for such amount of triangles. And most current graphics
> > > cards are many times more powerful.
> > >
> > > If only it could render similar amount of textured triangles....
> > >
> > > Artur
> > >
> > >
> >
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