I know we don't all have beefy computers, but I'm not having any performance
problems with similar geometry & number of transforms -- I'm morphing,
translating, rotating also.

Anyway, this is a little off topic, but is there a consistent benchmark that
we can use here to help expectations of folks when it comes to their own
configurations?  or could/should one be developed?   to me, it's hard to
know whether or not it's their program or their hardware that's hurting
their fps.

have a good one
Zaki


----- Original Message -----
From: "RWGRAY" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, July 06, 2002 8:14 AM
Subject: Re: [JAVA3D] Trouble with Link/SharedGroup - is it a Java3D bug??


> I too have had "problems" with Link/SharedGroup.
>
> Not so much "problems" but disappointment with memory usage.
>
> I had thought that by using Link/SharedGroup I could save a lot of memory
> usage.  It turned out that it didn't save me any memory usage at all.
>
> I thought it was because the geometry I was using (my own definition of a
> sphere of about 260 triangles) was far too simple to realize any saving in
> memory.  I was trying to find a way to have 300 spheres in the scene and
> still get great performance.  Then I thought maybe it was because for each
> link I still needed a BranchGroup, 4 TransformGroups (for positioning,
> orientation, spinability, orbitability) and that maybe that was what was
> taking up any saving I might otherwise have realized by using
> Link/SharedGroup.
>
> I would also love to hear from the Java 3D development team on the usage,
> performance expectation, do's and don'ts of using Link/SharedGroup.
>
> Cheers,
> Bob Gray
>
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Joerg 'Herkules' Plewe
> Sent: Saturday, July 06, 2002 5:20 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Trouble with Link/SharedGroup - is it a Java3D
> bug??
>
>
> Hm, may a SUN guy should comment on the topic? SharedGroups are a powerful
> concept - if they work!
>
> ? Is it a bug, then will it be fixed?
> ? Is it a misunderstanding, then how should they be used?
> ? If non of the former, it should be documented that Links/SharedGroups
> should be avoided bc. they don't work and replaced by cloneTree()
whereever
> possible?
>
> There are some constructs that are hard to do w/o SharedGroup, e.g. if you
> wanted to spin all trees on a terrain synchronously by just updating a
> single TG.
>
> Currently this can be done for a tree typically is a trivial
sub-scenegraph.
> But dare the tree is a fractally computed one, that consists of many Nodes
> itself! See the effect from my sample....
>
> - J
>
> ----- Original Message -----
> From: "Lan Wu-Cavener" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, July 05, 2002 9:05 PM
> Subject: Re: [JAVA3D] Trouble with Link/SharedGroup - is it a Java3D bug??
>
>
> > Yes, memory usage is huge, performance is poor compared to what I am
using
> > (Geometry By-Reference) now. I only turned the visibility on or off to
> > avoid detaching the BranchGroup( another performance drop). But has
never
> > had geometry being altered or mix up. I don't use beta version either.
> >
> >
> > At 01:54 PM 7/5/2002 -0500, you wrote:
> >
> > >Increased memory usage, poorer than expected performance, renderbin
> > >crashes (stopped when sharedgroups/links were removed), and geometry
> > >seemingly getting altered and mixed up (a leg on one of my characters
> > >suddenly replaced by a tree).  That sort of thing.  That was with 1.2
> > >though... haven't tried with the most recent beta.
> > >
>
>
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