I was wondering if we could get a bit of information on how this nice piece of optimization works. There is one critical place where we need to use this. Our skin and bones animation system uses some metrics to determine how often to recalculate skins of all avatars. One thing that we found in 1.2.1 is that no matter how seldomly we actually updated the skins the performance degraded with each avatar added to the scene. Our metrics reduces the frequency of updates based on the number of avatars in the scene, and how close each one is to the view and the current framerate. So we give higher priority to avatars closer to the view and less priority to the avatars farther away. This means when we have 10 avatars, with 3 very close and 7 fairly distant that the farther ones might be redrawn every 200 ms, but the closer ones might be redrawn every 25 ms.
If use clearCapabailityIsFrequent(GeometryArray.ALLOW_REF_DATA_WRITE) on the avatars being updated 4 times a second is there a chance they will be rendered with a display list? In this scenario should we be using this technique to improve performance? Sincerely, Dave Yazel Cosm Development Team =========================================================================== 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".