Enrique Dumas wrote:

> I'd like to know how many FPS we can expect with a
> ROAM algotithm : I currently have a map which size is
> 80 * 80 quads and my FPS on a PIII 800 with geforce II
> is "only" 10-11 FPS (I am using j3d 1.2.1_03 on win98)
> without moving the terrain

Similar hardware, except it's a laptop running an ATI Rage M3 - ie no
h/w T&L and pretty crap texturing. On lit, shaded, coloured, but no
textures TriangleArrays using GeomByRef the code is getting roughly
40fps. Canvas size is about 200x300 pixels but I don't appear to be
fillrate bound because it doesn't change when I size the window bigger.
The underlying terrain size is 513x513 grid points (ie 512x512 quads)

 > I don't know why but I'd like
> to know if there are others tricks to apply to expect
> a better FPS (my geometry is triangleStripArray)

Take a look at the code in org.j3d.terrain.roam for some hints :)
Ideally you could use that code in your application rather than writing
your own and you can help contribute some development time to optimising
it :)

I'm just in the process of dumping the latest javadocs to
http://code.j3d.org/javadoc/

> I tryed to use the view frustrum culling from j3d but
> I am at this time at the same point !!!

Our roam algorithm does VFC manually. Paul wrote this nice frustum model
that can handle multiple canvases and gives you a fast IN/OUT/CLIP test
for visibility.
--
Justin Couch                         http://www.vlc.com.au/~justin/
Freelance Java Consultant                  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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