I just wanted to say that i've gotten a 1.2.1 particle system working that uses a 
giant QuadArray and BY_REFERENCE members for quick insertion/removal.

Particles are defined as quads with their own offset transforms (for 
scaling/rotation/position offset) and hook into a simple position/direction/lifetime 
particle movement system. These quads all share Appearance data as well, so you can 
create alpha/additive textures and apply them the object to get cool particle effects.

For numbers, I can get decent performance with (tested so far) 400 particles on the 
screen (with one texture unit) at once. This totally blows away the other method I've 
tried for a system, which was individual TriangleStripArray's per particle. With that 
system, I capped out at 40.

For the future, i'm going to optimize the particle removal/cleanup system, and as soon 
as the boys at StarfireResearch update their 3dsmax importer(or I can get a copy of 
the maxsdk to build my own) I'll update to the latest beta of J3D, so that I can 
convert the Quads to TriangleStripArrays for more performance (problem right now is 
that J3D 1.2.1 doesn't allow re-setting the strip indices)

So, to summarize: (1 Shape3d object, with X number of particles) per Appearance. Fast 
particle performance. Cool effects like additive mode. No reliance on a Java2d layer.

If anyone would like more info about this project, feel free to email me, and i'll get 
back to you within a day or so.

Cheers.

Oh - One more note, I'm using the DirectX J3D, so my Quad performance (or so it would 
seem reading the postings/tutorials) is much lower than if I were running the OpenGL 
version.

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