Cool, I'll look into that. I was under the impression that NIO would only be
useful for custom JNI code running with java3d (as per the notes in the api
spec), but then I realized that java3d is itself custom JNI code.

So my question then is this then: (to all you groovy Sun architects out
there, or someone who may have tested this..)

Is there a reason to NOT use
'BYREF-NIO-UseCoordIndexOnly-IndexedTriangleStripArray' geometry for the
general case? Or is there a faster way?


>From: Artur Biesiadowski <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Geometry Types
>Date: Mon, 22 Apr 2002 15:47:46 +0200
>
>Chris Forrester wrote:
>
>>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.
>
>I would be cautious with saying that BY-REF geometry has to be slower.
>In case of NIO-BUFFER, BY_REF geometry it can be quite fast.  I have
>heard that in some cases vertex arrays are faster than display lists.
>This is certainly something to check out on particular configuration,
>but I would change this recomendation from 'lower one grade' to 'maybe
>lower one grade' - if data is NIO+BY_REF.
>
>Artur
>
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------------------------

Chris Forrester

http://www.geocities.com/Psionic81


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