Hello,
 
I am facing the following issue: I've got a particle system which I test for collision against a human figurine consisting, let's say, of 20,000 triangles.
 
To get an efficient collision detection through picking, I split the figurine into a branch group of 20,000 Shape3Ds. This works quite well, until I try to detach the mentionned branch group (for example to load a new figurine): It takes a considerable amount of time to detach even though its building is quite fast.
 
So I thought I would keep one Shape3D and have 20,000 geometries. Then the detach is fast, but the collision detection is sooo slow...
 
So, as mentioned in Justin Couch's FAQ, I tried to find a compromise, for example 5 geometries per Shape3D. I tried also with 2. I hoped to speed up both processes, but now neither the collision detection nor the detach is fast... Furthermore, when my secondly loaded figurine is displayed, Java3d slows down (for example rotating or zooming takes 5 times more time than before).
 
Any idea what I should do?
 
Thanks!
 
 
Roland Sarrazin
Fraunhofer Gesellschaft - Institut für Graphische Datenverarbeitung - Darmstadt
Raum 221
@: [EMAIL PROTECTED]

Reply via email to