>On Thu, 4 Apr 2002 11:26:13 -0800, Doug Twilleager <[EMAIL PROTECTED]> wrote:

>You don't need to restrict it to indexed geometry types, but yes, this can
>work.  Many particle systems that I have seen used this very approach.
>
>Doug.

Well, very nice to hear that :), because I use a very similar technique
to render nearly 2000 vertex colored and lit curvilinear tubes with the
tube cross-section consisting of 12 segments. Each tube is
modeled as an IndexedTriangleStripArray with the strips running along the
entire length of the tube, though in principle the entire group of
tubes can be put under one GeometryArray.

Much appreciate your response

Regards

Raj


of
>
>
>>Subject: Re: [JAVA3D] A basic doubt
>>To: [EMAIL PROTECTED]
>>Delivered-to: [EMAIL PROTECTED]
>>Delivered-to: [EMAIL PROTECTED]
>>
>>Hi Chien and Doug:
>>
>>Just a wild idea....
>>
>>Is it not possible to string several (hundreds of) spheres all in
>>one IndexedTriangleStripArray, and put several of these (300 is the
>>magic number is it ?) under one Shape3D and all of them coordinate
>>transformed to their appropriate locations so that the need for
>>TransformGroups can be obviated. If picking individual spheres is
>>not a concern how would this compare with TransformGroup + Shape3D
>>+ shared Geometry. Wish I knew how much memory a Shape3D and
>>TransformGroup (w/ embedded Transform3D) would consume.
>>
>>If the TransformGroup + Shape3D memory cost is not that expensive,
>>this approach would be quite ludicrous.
>>
>>Regards
>>
>>Raj
>>
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