>
> This list is from my personal experience and whatever i've read on the
> internet about the various formats. That said:
>

Thanks for sharing this with us.

Justin, any chance of getting this info in the FAQ? It would certainly serve
as a seed for more information on the topic...

Simeon



> IndexedQuad/Triangle/StripArray -
>
> A poor option to use, since java3d must unindexify the data each frame to
> send it to the card. But dead simple to work with, and the nicest
> format for
> the data to be in from a beginners perspective.
> Memory - D
> Speed - D
> Ease - A
>
> 1.3.1beta update:
> The UseCoordIndexOnly flag is the saviour for this once-hurting geometry
> type. This flag allows java3d to send the data in a continous
> stream to the
> card.
> Memory - B
> Speed - B(A+ in IndexedTriangleStrip/FanArray's case)
> Ease - B (A little more complicated due to the packing required)
>
> QuadArray -
>
> Mostly used in particle systems due to the billboard nature of a single
> quad, works nicely in OpenGL. DirectX has issues however, since it doesn't
> natively support quads and java3d must support this with
> DrawPrimitiveStrided. Tested and true, don't use this geometry type if you
> are planning on letting users use the DirectX version of java3d.
> *GL*
> Memory - B
> Speed - B+
> Ease - A
> *DX*
> Memory - B
> Speed - D+
> Ease - A
>
> TriangleStrip/FanArray:
>
> Full speed ahead! Triangle strips are a widely supported feature of video
> cards now and this format makes for the most triangle throughput.
> Be careful
> however to not overflow the DirectX vertex buffers with > 65535 verts.
> Memory - A
> Speed - A
> Ease - B
>
> PointArray:
>
> Under the OpenGL implementation, there is an option for
> antialiasing points.
> Using this, you can get really simple, really fast single-colored
> particles.
> But that is about it.
> Memory - A
> Speed - A
> Ease - A
>
> BYREF geometry notes:
>
> Using the BYREF flag indicates that the data used within the geometry is
> accessed through user arrays. Really the only way to go for
> volatile meshes,
> particle systems, bones animation, and multi/sub material objects, add two
> grades for memory, one grade for ease, but lower one grade from speed
> because of the fact that java3d (without a command-line option)
> cannot build
> vertex lists out of this data.
>
> Conclusions: (1.3.1 info mixed in)
> For particle systems, BYREF PointArray/QuadArray is a great start
> if you're
> using OpenGL, and TriangleFanArray is the best way for DirectX that I've
> found so far if you are using 1.3.1beta (since the inclusion of
> SetStripCounts is instrumental here), or else just use plain
> TriangleArray,
> and bear with it.
> For bones animation and multi/sub material objects, BYREF
> TriangleStripArray
> is the way to go.
> For regular static meshes, I'd go with non-BYREF
> TriangleStripArrays for any
> java3d under 1.3.1beta, and IndexedTriangleStripArrays with
> UseCoordIndexOnly for the latest and greatest java3d.
>
> And as an afterthought -
> Why is Sun's team even supporting DirectX at all? OpenGL has the better
> feature set by far and doesn't get crippled with high vertex strip counts.
> Plus, OpenGL is the only option under Solaris and probably the other
> platforms when they are completed as well. DirectX adopts the latest and
> greatest in hardware much more quickly, but since java3d will be playing
> catch up anyhow, I'm sure that supporting only one graphics environment
> would free up man hours to get us better features now, no?
>
> Of course, I could be not focusing enough on the point that the DirectX
> runtime has always had better *general* performance on my system
> (pIII600/Geforce2MX).
>
>
> >From: Brad Christiansen <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: [EMAIL PROTECTED]
> >Subject: [JAVA3D] Geometry Types
> >Date: Mon, 22 Apr 2002 10:02:07 +0800
> >
> >Hi,
> >
> >I was wondering if anybody could point me at a good (detailed)
> >discussion of the advantages and disadvantages of the various geometry
> >array types. I would like info on things such as the relative
> >performance and memory usage of indexed versus non index, triangle fan
> >vs triangle strip etc.
> >
> >I have done some searching and looked in a few books but can't find a
> >good summary of these issues. A good tutorial on creating geometry with
> >all the various array types would be great too. All the tutes I have
> >found have been focused on the complete novice and have only covered one
> >simple type.
> >
> >Cheers,
> >
> >Brad
> >
> >
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>
> ------------------------
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> Chris Forrester
>
> http://www.geocities.com/Psionic81
>
>
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