your note reminded me of a question I had related to the performance. I was running my j3d program on w2k. I found that adjusting the processes priority through task management tool can change the j3d program performance although it is not recommended to change the process priority. I wondered if there is similar problem with XP OS (which I don't have any experience). Just a thought for you to check out.
Using geometry byRef will improve the performance in terms of changing Shape3d's geometry. But it will not have big impact on the scene rendering. The latter can be improved by occlusion culling. Oh, how do you test the number of frame per second? At 05:21 PM 6/21/2002 +0200, you wrote: >Hi, > >will using the same geometry object along several shape3d nodes >reduce the memory usage IN THE VIDEO CARD memory >or only the SYSTEM memory used by J3D for java objects ? > > > >-----Original Message----- > >From: Discussion list for Java 3D API > >[mailto:[EMAIL PROTECTED]] On Behalf Of Shawn Kendall > >Sent: Freitag, 21. Juni 2002 06:14 > >To: [EMAIL PROTECTED] > >Subject: Re: [JAVA3D] Performance Experience > > > > > >Chad Zalkin wrote: > > > >> My application runs really slow with my current scene. When > >I removed > >> textures, I went from < 10 fps to ~30 fps. When I killed a lot of > >> geometery but added some textures, I went to ~60 fps. > >That's with no > >> atmospherics and no lights and no sound. > >> > >> My system sure should be able to handle this: > >> > >> Dual Athlon MP 1700+ > >> 512 MB Ram > >> ATI Radeon 7000 (64 mb vid ram) > >> JDK 1.4 > >> Java3d 1.3 beta 2 > >> WindowsXP Pro > >> > >> Any Ideas why this would run so slow? I don't think I have > >any thread > >> blocking/locking or otherwise obviously bad code. > >> > >> Thanks > >> Chad Zalkin > > > >Not knowing anything else about the size of your apps textures > >and amount of geometry, one possiblity is that you are going > >over your video card memory limit. The behavior you describe > >is typical of that. Whenever you go over the amount of > >available memory, the render system will have to page in and > >out the geometry and textures in your scene. That paging > >across the AGP port will dramatically reduce render > >performance the moment it happens. > > > >Remember, a large part of your video memory is use for frame > >buffer, then the rest can be used for geometrry and textures. > >Also, any other applications can be holding on to video memory > >as well, making it less for your J3D app. > > > >Shawn Kendall > >Java3D Game Tech Developer > > > >=============================================================== > >============ > >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". Lan Wu-Cavener Dept. of Landscape Architecture =========================================================================== 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".