Hi, I've written some particle system code that I am rendering with Java3D.
What is the most efficient way (in terms of performance, not less memory) to render thousands of identical shapes that are at different locations in the scene, and change their position+rotation every frame? Currently I am creating one Shape3d with the Geometry set by my code that creates a double[] with all the vertices for all the particles that are in the system. This means I don't need any transform nodes as all particles are transformed and their vertices written to the geometry. However I now come to add texture support for these particles, and supplying the texture coordinates. These are likely going to be the same for every particle and yet I will have to set them for every one, as the single shape contains all of the vertices for the thousands of particles. Is there any better way of doing this for high performance? Is there some way of reusing a the geometry for a single particle without creating one shape object for every particle and pointing it to the shared geometry and transforming each one individually? Is there are hardware that accelerates this kind of "replicate and transform" functionality that Java3D could take advantage of? Thanks in advance. ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
