>Date: Tue, 04 Jun 2002 00:08:38 -0400
>From: David Yazel <[EMAIL PROTECTED]>
>Subject: [JAVA3D] USE_COORD_INDEX_ONLY
>To: [EMAIL PROTECTED]
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>Docs Say: "Specifies that only the coordinate indices are used for indexed
>geometry arrays. In this mode, the values from the coordinate index array
>are used as a single set of index values to access the vertex data for all
>four vertex components (coord, color, normal, and texCoord). The color,
>normal, and texCoord index arrays are ignored. This flag is only valid for
>indexed geometry arrays (subclasses of IndexedGeometryArray). "
>
>Kelvin Says:
>
>Using the flag  USE_COORD_INDEX_ONLY in vertexFormat will prevent Java3D
>unindexify the array before passing down to OpenGL/D3D
>
>Some questions:
>1. Is this the only condition where indexed geometry gets sent to the card
>in this format?

Yes. Prior to v1.3 we always unindexify geometry before passing down
to OGL/D3D.

>2. If you have a tremendous ratio of shared vertices (like 5-1) will the
>speed of rendering be substantial?

It depends on the vertex coherency, newer card has a special vertex cache
to take advantage of it.

>3. Is this supported fully in both opengl and directx?

Yes.

>4. Do you no longer need to fill in or allocate the other indexes? (color,
>normals, etc)

Yes. only one index is needed as doc. mention. for USE_COORD_INDEX_ONLY.

>5.  How have people found the performance of using indexed arrays?
>

It is up to the underlying OGL/D3D implementation.

- Kelvin
------------------
Java 3D Team
Sun Microsystems Inc.

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