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
>
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