Certainly the scenegraph layout does impact performance in several
ways. The Sun engineers can answer this more accurately than I can (I
think Dave Yazel could shed more light on this too) but the biggest
impact I've seen is more in how you model an object. Rendering can clip
and completely ignore an object that does not have any vertices in the
view. Thus smaller Shape3Ds can improve performance. This is offset by
other factors. But in general my recommendation is to break a scene
such that each Shape3D is of moderate size.
What you want to avoid is huge objects (with huge textures) that all
fall partially within the view at the same time.
I don't think making separate branchgroups actually would make a
performance difference (in a simple case). We do however use multiple
branchgroups to improve picking. We put objects that we don't want to
pick against in a separate branchgroup so that when we do a pick they
are not included at all.
- John Wright
Starfire Research
> Miguel Branco wrote:
>
> 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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