Excellent!

Thanks for the answer. I am very
impressed with the amount of support
given here.

Jacob Marner

----- Original Message -----
From: "Chien Yang" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 13, 2002 20:00
Subject: Re: [JAVA3D] Three performance questions


> Jacob,
>
> >
> > Hi,
> > I have a few performance questions
> >
> > (I am fairly new to Java3D but has used OpenGL for quite some time)
> >
> > 1.
> > ---------------
> > There seem to be some people that think that java3D immediate
> > mode is faster than compiled retained mode. However, in the
> > Sun java3d faq it says the opposite. So which is fastest? (Disregarding
> > ease of use)
> >
>
> In general, compiled-retained mode is the fastest. User should only
> use immediate mode if needed, such as have a better control of
> the rendering. Such flexibility usually comes at the expense of
> performance.
>
> > 2.
> > ---------------
> >
> > It seems that everybody believes that the placement of viewer
> > should be controlled in the transform just above the view platform.
> >
> > However, doing so to look in a certain direction using lookAt
> > requires a matrix inversion (v is the Transform3D class
> > above the Viewplatform):
> >
> > v.lookAt(cameraPos, endPoint, upVector);
> > v.invert();
> >
> > because of the way the modelview matrix is calculated.
> > (See the Java3D 1.3 beta 1 spec pages 294 and 295).
> >
> > If I placed the same transform at the top of the scene graph
> > and dropped the transform above the viewplatform I
> > could avoid this invertion.
> >
> > Is there any way I can avoid the matrix invert while still
> > placing the view transform as recommended? I would
> > rather like to avoid compatibility mode since it is not
> > recommended for java3D applications but just
> > included to make porting easier.
>
> The invertion to the view's transform, is a once per frame cost.
> The transform change above the scene is a per object cost (including
> TG, SG, S3D ... ), and such operation can be very expensive.
>
> >
> > 3.
> > -----------------
> > Does the scene graph compiler in Java3D 1.3 beta 1 merge
> > Shape3D objects assuming:
> > 1. They have the same Appearance object
> > 2. They are transformed the same way, i.e. are
> > in the same branch of the scene graph (there is some transforms
> > but these are eliminated because no capability bits are set in them
> > nor below them in the tree)
>
> Yes.
>
>
> >
> > I think I read somewhere that Shape3D objects have an
> > overhead each - if they are not combined automatically,
> > does this mean I should merge them manually for speed?
>
> Unless that's the bottleneck. It's best to do some benchmark/
> analysis first.
>
> - Chien Yang
>   Java 3D Team.
>
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