All, Interesting report on using Java for games: http://www.rolemaker.dk/articles/evaljava/
Sincerely, Daniel Selman Author - "Java 3D Programming" http://www.manning.com/selman -----Original Message----- From: Daniel Selman [mailto:[EMAIL PROTECTED]] Sent: Wednesday, March 06, 2002 1:06 AM To: [EMAIL PROTECTED] Subject: Java 3D performance. Jacob, Nice work on the report. Very professionally done. I'm curious about the considerable performance gap you saw between GL4Java and Java 3D. Here are some thoughts: Ensure frustum is set correctly (common error) - it is NOT defined using virtual coordinates: http://www.starfireresearch.com/services/java3d/supplementalDocumentation.ht ml#alternate "In simple terms this means that for a 1024x768 screen all clipping distances are actually seven times further than what you set them at. - John Wright" I didn't check your other code, but it could be that Java 3D is actually rendering more of the scene than you think. display method seems like it could be optimized. It performs several trig functions, calls lookAt and invert on a matrix etc. Presumably this is called on every frame. Turn on the scenegraph compilation debug flags to ensure compilation is happening: http://www.j3d.org/implementation/properties.html + Javax.media.j3d.compileStats=true + Javax.media.j3d.compileVerbose=true You could play with the j3d.renderlock property as well... Using QuadArray for geometry may not be the fastest option. Why not try an IndexedTriangleArray for example? A test using BY_REF with j3d.optimizeForSpace=false would be interesting as well. Anyway, good work! Sincerely, Daniel Selman Author, Java 3D Programming http://www.manning.com/selman =========================================================================== 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".