I'd been wondering about the internals of how this worked myself. From a pure graph standpoint, however, it seems that it would be better to have a balanced tree - but since Java3D maintains an internal rendergraph (if I understand the compile process correctly), the performance doesn't seem to be related to the scenegraph structure itself. I guess the bigger question is:
 
Does scenegraph layout effect performance....
-----Original Message-----
From: Miguel Branco [mailto:[EMAIL PROTECTED]]
Sent: Monday, August 20, 2001 6:10 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Several branchgroups or just a big one?

Suppose I have a big scene, which only part appears on the screen at a time.
I was wondering about how Java3D does clipping. Is it worth dividing the scene
into several different branchgroups? Or should it stay on one node only?
 
Is there any performance gain on separating the scene into several nodes?
Does it have anything to do on how Java3D clips the objects?
 
Thanks

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