Hi
I recently made quite some interesting discovery which I
can't really explain.
I've wrote an GeometryUpdater which transforms my Geometries
in a Shape3D (I made an own subclass of Shape3D to include that
transformation). Now the interesting thing is. I get quite
different results concerning computation time. When I have a light
scenegraph (meaning only a few transformgroups/branchgroups and shape
nodes) and a more heavy scenegraph containing lots of
transformgroups/branchgroups and shapes.
But both scenes nearly contain the same number of total vertics.
It seems the transformation through the GeometryUpdater in the light
scene is at least by factor 100 faster than the scene with the heavy
scenegraph? It can't be a problem of my transformation as the # of vertics
to transform are nearly identical.
Is there a particular reasons why? Could this be a problem of the geometry
updater that more shapes take longer. Or it has to traverse through the
whole scenegraph after transforming the vertics data?
EOF,
J.D.
--
Realtime Raytracer in JAVA
(http://www.antiflash.net/raytrace)
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