We're also interested in the finding, and will look into this after
Java 3D 1.3beta2 code freeze. Thanks for your interest in Java 3D.

- Chien Yang
  Java 3D Team.

> Date: Wed, 06 Mar 2002 09:43:44 -0700
> From: Daniel Selman <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] Java 3D performance.
> To: [EMAIL PROTECTED]
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> Jacob,
>
> I hope one of the SUN engineers will take up the challenge and run the
> benchmark within a development environment. I suspect you have found a
> compilation bug in 1.3B1.
>
> I also agree with David Y. that this is not a representative 3D
> *application*. However - but we should be able to get performance close to
> that of GL4Java.
>
> Sincerely,
>
> Daniel Selman
>
> Author - "Java 3D Programming"
> http://www.manning.com/selman
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Jacob Marner
> Sent: Wednesday, March 06, 2002 6:46 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Java 3D performance.
>
>
> Hi Daniel,
>
> I am glad you like the report in general.
>
> I expected some feedback from this list since Java3D is
> the only thing that a find to perform poorly. If this turns out
> to be a programming/knowledge error from my side I will
> be happy.
>
> > 1. You are setting the clipping distances correctly.
>
> Good, I thought so too.
>
> >
> > 2. We don't seem to be getting any real appreciable benefit from
> > compilation, and I can't get the compilation debug properties to output
> any
> > info either. Perhaps someone from SUN can comment on this?
>
> Yes, I just tried it as you did and compilation doesn't seem to do much.
> This mystifies me since I believe it was more effective previously. Now that
> I think about it I think it might have to do with the shared Appearance
> nodes -
> I think I remember seeing a performance drop from being a factor of 2 slower
> than C++ to being a factor of 2.5 when I added appearance.
>
> Maybe I stubled into a bug in the java3d 1.3 beta. In that case I will have
> to work around it. Judging a system based on a bug in a beta would not be
> fair.
>
> >
> > 3. On my machine the frame-rate is being limited by the V-sync on the
> > monitor. When you disable V-sync the framerate goes from ~85 Hz to ~320
> Hz.
> > Presumably this does not explain your performance differences however, as
> > all the OpenGL applications should have been subject to the same
> limitation.
> > As you can see below all the other changes I made had no appreciable
> > effect - the scene is too simple for my GeForce II Ultra.
>
> I ran all the tests with v-sync off. I might have forgotten to mention this
> in
> the
> report.
>
> > 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.
>
> I asked about this in this list some time back (13. feb. 2002) and chien
> yang just told me to go ahead with that approach since putting the
> lookAt() at the top of the geometry scen graph might hinder compilation.
> I tried it both there was no measureable performance difference - so
> I decided to let it be the "recommended" way.
>
> > 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.
>
> Am I incorrect when I say that the performance difference present when
> using IndexedTriangleArray() only is present during the creation of the
> scen graph. At run-time the node should have been converted to display
> lists (I hope) and the original representation will have no importance.
>
> Somebody also commented that I should use triangles instead of quads
> since quads might be treated wrongly by some drivers. However since
> quads also are used in gl4java and c++ with the same driver this should
> not be an issue.
>
> >
> > Anyway, good work!
>
> Thanks.
>
> But I am baffled that you find that compile() does nothing. I have gone to
> some great extent to ensure that nothing should prevent that:
> * Geometry is *not* accessed by ref.
> * Appearance is accessed by ref.
> * There is no capability bits set in the part of the scene graph with the
> geometry.
>
> So the the SHape3D nodes should be able to be merged and the
> transform group nodes eliminated using java3d 1.3 optimazations.
>
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