Hi everyone,
Does anyone know what the cost is (in memory use and execution speed) for
various types of nodes? I'm particularly interested in the following:
Switch:
How does the performance of 1 Switch w/ multiple children using the switch's
childMask compare to the performance of having 1 Switch per child? Is there
a significant impact on memory use with the second approach? How much? How
about execution speed? I would assume there's an appreciable hit, but I'd
like to get a better idea of how much.
BranchGroup:
What is the speed & memory impact of inserting a BranchGroup (w/ these
capabilities set: ALLOW_CHILDREN_READ, ALLOW_CHILDREN_WRITE,
ALLOW_CHILDREN_EXTEND, ALLOW_DETACH) into a scenegraph? For example,
BranchGroup(root)->TransformGroup->Shape3D VS.
BranchGroup(root)->TransformGroup->BranchGroup->Shape3D: what is the impact
of the added BranchGroup? Also, what is the impact of enabling the various
capabilities I listed above? Does enabling ALLOW_DETACH impact performance
significantly? If so, why? What about the others?
TransformGroup:
What is the cost per TransformGroup node (w/ the ALLOW_TRANSFORM_READ and
ALLOW_TRANSFORM_WRITE capabilities set) added to a scenegraph? I'm trying to
answer the following question:
When building a scenegraph to achieve a given composite transform, is it
more efficient to use a chain of TransformGroup nodes rather than a single
TransformGroup for which you perform the transform composition manually?
The first approach is conceptually simpler, but I would expect the second to
be more efficient. This may not be true, however, if j3d performs any
optimizations for the first case (such as caching intermediate composite
transforms and reusing them when only one of the nodes in the chain is
updated). Bear in mind that for each TransformGroup in the chain,
ALLOW_TRANSFORM_READ and ALLOW_TRANSFORM_WRITE have been set (I assume that
compile() will compress chains of TransformGroups for which these
capabilities have not been cleared).
Thanks a lot,
-Jean Laleuf
([EMAIL PROTECTED])
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