Doug, Have you considered the possibility to compile an already compiled scene? I can forsee a setup where Non-Machine/Hardware optimizations are skipped when the scene is compiled on a server, but the developer wants to compile the scene further on the destination machine to take advantage of whatever HW might be present.
Of course you'd know better what optimizations are available at each level, and how long the compiles might take. It may be that if you're going to compile it on the destination machine anyway, there may be no savings in precompiling the scene on the server at all. -Kyle Doug Twilleager wrote: > The issue of hardware and machine optimizations starts to > get complicated, but yes, there would be a way to turn off > such optimizations. We don't currently have a clean mechanism > in the API to do these sorts of things, but we have discussed > a number of the issues surrounding such things, and what we > would have to do. > > In all likelyhood, new API would be added to facilitate these > sorts of optimizations. The reason I am warning about the dangers > of doing the things listed below, is that we tend to follow the > rule of restricting features at first, and then loosening up the > semantics as things progress. Java 3D is fairly innovative with > these types of features in a scene graph API, so we like to be > cautious in these grey areas. > > Doug. > > >>Subject: Re: [JAVA3D] Changes after compilation... >>To: [EMAIL PROTECTED] >>MIME-version: 1.0 >>X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 >>Content-transfer-encoding: 7bit >>Importance: Normal >>X-Priority: 3 (Normal) >>X-MSMail-priority: Normal >>Delivered-to: [EMAIL PROTECTED] >> >>Hi all, >> >>If you add hardware and machine optimizations will you add a flag to >>turn in off? >> >>David. >> >>-----Original Message----- >>From: Discussion list for Java 3D API >>[mailto:[EMAIL PROTECTED]] On Behalf Of Doug Twilleager >>Sent: Tuesday, April 23, 2002 2:33 AM >>To: [EMAIL PROTECTED] >>Subject: Re: [JAVA3D] Changes after compilation... >> >>The issue is not with the concept of compilation and capability bits. >>If you set capability bits, and >>compile an object, then you do have access to the things that you set >>with the capability bits. And, >>given our current set of compile optimizations, it should work fine >>because they are all machine and >>hardware independent. However, if we add machine and hardware compile >>optimizations in the >>future, this sort of thing won't work. The machine that receives the >>compiled scene graph may not >>know how to process the machine specific compilation. The loose analogy >>is compiling a program >>for intel and expecting it to work on a sparc or mips machine. You just >>don't expect it to work. >> >>Doug. >> >>Philip Wong wrote: >> >> >>>Dear Doug, >>> >>>sorry for being a pain. I wanted to build an infinitely scalable Java3D >>> >>environment, >> >>>and compilation will take so long eventually. My idea is to distribute >>> >>the compilation >> >>>so that it doesn't overload one computer. I am working on it using a >>> >>Linux cluster. >> >>>The compiled code will then be streamed to an Onyx for rendering. >>> >>Somehow I got >> >>>the impression that by setting the capability bits on nodes, I will be >>> >>able to >> >>>interact with the environment in run time. I am still a bit confused in >>> >>how >> >>>this will work and it will be very helpful if someone experienced in >>> >>Java3D can >> >>>comment on the idea. >>> >>>thanks again, >>> >>>pw >>> >>>======================================================================= >>> >>==== >> >>>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". >> >>=========================================================================== >>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". > -- _ -------------------------------ooO( )Ooo------------------------------- Kyle J. McDonald (o o) Systems Support Engineer Sun Microsystems Inc. ||||| Enterprise Server Products [EMAIL PROTECTED] 1 Network Drive BUR03-4630 \\\// voice: (781) 442-2184 Burlington, MA 01803 (o o) fax: (781) 442-1542 -------------------------------ooO(_)Ooo------------------------------- =========================================================================== 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".