J.D:
        There is no reason why the light scenegraph case should be faster than
the heavy scenegraph case. Would it be possible to give us a test case?


Thanks
-Uma
Java3D Team

> Delivered-To: [EMAIL PROTECTED]
> MIME-Version: 1.0
> Date: Tue, 3 Jul 2001 22:18:40 +0200
> From: Joachim Diepstraten <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Interesting discovery with GeometryUpdater and GeombyRef
> To: [EMAIL PROTECTED]
>
> 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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