This is exactly what I am  doing, and I already have a couple of culprits.
Once I finish my analysis, I will report to the whole list.  We should see
the performance a lot closer to GL4Java when I finish.

Thanks.

Doug Twilleager
Java 3D Team
Sun Microsystems

Daniel Selman wrote:

>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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