Raj, Let's do some math. A sphere geometry with resolution 15 division, in Java 3D, will generate 480 vertices. Let's assume only coord. and normal is needed, each sphere requires a minmum of 480 * 24 = 11520 bytes. That is likely to be 4X the memory footprint of TransformGroup + Shape3D + shared Geometry (~3600 bytes, calculated base on 50K spheres).
Your idea will be great if each geometry is small, eg. a quad in the particles example. Hope this helps. - Chien Yang. Java 3D Team. > Date: Thu, 04 Apr 2002 12:19:35 -0700 > From: Raj Vaidya <[EMAIL PROTECTED]> > 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 > > =========================================================================== > 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". =========================================================================== 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".