Hi Justin,

>
> A case of using the right tool for the job. With byRef geometry, I
> really can't see the need to use immediate mode programming at all. With
> a combination of WakeupOnElapsedFrame(0) and byRef geometry you get all
> the benefits of retained mode and still get frame by frame processing.
> In the next release of Xj3D, we're changing a lot of our code over to
> that sort of structure to give us better performance. The recent ROAM
> and particle system code that I've been playing with have really
> convinced me that it is not only viable, but really the only way to get
> really high-performance rendering of dynamic scenes in J3D.

The problem isn't to update Geometry, but how about rendring a sub-tree
of the scenegraph in an OffScreen Canvas using the same depth buffer
with out clone the scenegraph part. No problem in an immediate mode, but..
Or how about Shadow Mapping...

>
> I feel that if you are requesting immediate mode to work better "because
> that's the way games do it", you haven't explored the other options.
> Nothing should ever be done "because others do it that way". Any
> particular approach should stand on its own merits, and I don't believe
> immediate mode is something that really has any merit in J3D given the
> improvements in the last version.
>
Sorry, you are wrong. I started with the scenegraph and switched very
late ;-)
right ? btw. if would do what most other do, I never decided to code in
Java/Java3D then I would probably use C++/DirectX right ?


greetings
 -Michael Nischt

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