Hi Boris,
For any NodeComponents (or SharedGroups) that are used in multiple places
in the scenegraph the j3f file only stores a single copy of the object. The
API will even handle sharing these object in multiple graphs and loading
the graphs in any order.
The file size issue is under investigation....
Rgds
Paul
----------------------------------------------------------
Paul Byrne Email : [EMAIL PROTECTED]
Sun Microsystems Phone : (650) 786 9926
Visualization Software Group Fax : (650) 786 5852
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>Date: Mon, 7 May 2001 08:11:24 -0700 (PDT)
>From: Boris Zeldin <[EMAIL PROTECTED]>
>Subject: Re: j3dfly "serialization"
>To: [EMAIL PROTECTED]
>Cc: [EMAIL PROTECTED]
>MIME-Version: 1.0
>
>I would like to hear a word on the way to 0ptimize our
>J3D scenes for j3f files. Specifically, if I crate
>1(one) Appearance object and then set it into 2(two)
>Shape3d objects, how many appearances will be be
>stored in a j3f file? The same apply to
>avax.media.j3d.Texture objets. If I created a single
>javax.media.j3d.Texture object and then set it into 2
>Appearance objects, how many texture maps will be
>tored in j3f file?
>
>The test I wrote earlier did not include any texture
>maps. I just took a vrml file, removed all texture
>tags by hands and loaded it into j3dfly using a loader
>provided with this download. I can see that J3D scene
>should contain twice as much information as my vrml
>file. In addition to coordinates and texture
>coordinates, it contains NORMALS and COLORS. But still
>j3d contains it in a binary form and thus must be
>smaller than vrml. I expected it to be twice the size
>of a 3ds file (~300K). But 2.2M is a way to high.
>
>Thank you for your help trying to clarify these
>issues.
>
>Boris
>
>
>>For number 2, I have been down a similar road for the
>j3f file format with
>>obj files. One thing I forgot about was normals, that
>j3f stores the normals
>>and the obj files I was using did not. The one thing
>I did learn also was
>>that j3f files store texture maps internally, when
>you realize that it also
>>includes the texture maps inside it can cause the
>size to be larger, this is
>>something that may be relating to your problem. The
>other thing is, when I
>>compressed the texturemap(s) and obj files down in a
>single zip file, and
>>then compared them to a compressed j3f file, I
>noticed that the j3f file was
>>smaller in size then the obj texture map one.
>>This was just my initial observation, I think there
>is probably other ways to
>>optimize the geometry and other properties inside of
>java3d so that the
>>output will also be optimized memory wise. I'm
>currently examining the source
>>code to the j3d fly through demo IO code to see how
>it works so that my
>>utility program can possibly optimize the output. But
>I have to hold this off
>>until I get some other issues settled with Java3D, I
>want to get a basic
>>framework done for interface and other elements
>required in games before I
>>decide to move to other things.
>
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