Hi Chien,

>On Thu, 4 Apr 2002 16:14:18 -0800, Chien Yang <[EMAIL PROTECTED]> wrote:

>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.
>

Many more than "a quad". Please feel free to correct my stats below.

If 3.6k/geometry is the budget I have to work with, it is equivalent
to 150 verts = 50 UN-indexed tris, and a lot more if I use indexed
tri strips. May or may not be good enough for a sphere depending upon
the sizes of the spheres relative to the overall scene. However, for many
routine glyphs - cylinders, cones, arrows etc. - I could do a pretty
good discretization with that count.

Also, I think that the TG + shared geometry approach
will run into problems if there is a local color variation
within each glyph. The DX Explorer dataset in the ViewPerf OpenGL
benchmark, similar to my tube extrusion, is a good example. For cases
such as this, the TriangleStripGeometry approach indeed appears
to be optimal, especially with help from the USE_COORD_INDEX_ONLY
capab. bit.

It is indeed nice to note that the TG and Shape3D memory
footprints have been optimized to the extent that they
are getting to be quite competitive in such cases.

Regards

Raj

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