Hi David

> So you set up the geometry by-ref and then just change those vertices
> directly without using a GeometryUpdater?
Yep

> 1. To my knowledge this is a big no-no.  What if Java3d is in the middle of
> reading those data elements and you are half way into changeing them?
Hmm yes this would explain some certain effects I'll get that it somehow
seems to stall. I changed the methods to synchronize still no effect.

> 2. I don't understand why it would be that much faster.  The GeometryUpdater
> is just a basic sychonization protection.

Hmm I don't know either. But fact is that scenes containing over 300
shapes take 30-40 seconds to update. The same scene with optimized shape
nrs containing 11 shapes but the same ammount of polygons takes less than
a second. The same scene with the same nr of shapes not using
GeometryUpdate takes also less than a second.

> 3. I still don't understand why you find it slow in the first place.  We
> have found geometry updater to be pretty fast.  We are doing many things
> using it including skin and bones animation, 5 nested skydomes, particle
> systems, water, etc.  In fact when we went from static sky domes to using
> the by-ref geometry and GeometryUpdater our frame rate improved
> dramatically.

Hmm maybe I'm doing something wrong. Here what I do.
I've got a scene. And some simple GUI containing a button. When I press a
button an event is invoked and on all shapes in the scene a transform
method is called. This method instances the GeometryUpdate for all it's
geometries. This GeometryUpdate just transfers the data to another object
which does the real transformation.

EOF,
 J.D.

--
Jmark2k+1 (http://www.antiflash.net/jmark)
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