one correction - the CPU is running at 50-60% without the FPS behavior
class -
with it goes up to 100% but the rotation speed seems unaffected.

Thanks,

Zoran

----- Original Message -----
From: "Zoran Krunic" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 8:08 AM
Subject: Re: [JAVA3D] Performance Experience


> Thanks!
>
> Last night I tried similar code that I got from another member, with some
> mods. Looks
> similar to this one though. I am getting about 10 FPS - way low for the
> hardware I just installed -
> DELL 2GHz / 1GB RAM / GeForce 4600 128 MB ?? The CPU is running at 50-60%
> with or without
> FPS behavior. But as I added FPS behavior ( I also have another more
> elaborate behavior for
> picking ) it shoots up to 100% - but the speed of the rotations (and thus
I
> believe the FPS itself) is
> not visibly affected.
>
> I upgraded from the old system - DELL 500 MHz / 256 RAM with old graphics
> card where I was getting
> one jerky move every 2-3 seconds - so it seems like a good 10-20x
> improvement in speed. Current rotation
> is real-time, but not smooth.
>
> After searching through the old emails and FAQs I found the
> "java -Dj3d.debug=true" which I added to the
> command line - but I still do not get any info on the hardware/software
> acceleration from the card. Is there a
> sure way to tell what the card is doing ? My scene has some 5000 quads
(not
> triangles) with indexed geometry,
> no textures. Is there a issue with card not supporting quads, but only
> triangles in hardware acceleration mode ?? I
> think I read that somewhere that it could be an issue ...
>
> I am also getting strange white line in the middle of the scene - which I
> did not have on the old machine.
>
> Thanks,
>
>
> Zoran
>
>
> ----- Original Message -----
> From: "Alessandro Borges" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, July 16, 2002 6:01 AM
> Subject: Re: [JAVA3D] Performance Experience
>
>
> > From: "Zoran Krunic" <[EMAIL PROTECTED]>
> > > Hi There,
> > > Is there a way to get FPS measurements with j3D 1.2.1 ?
> > > Thanks,
> > > Zoran
> >
> > There is a generic way to count FPS: see below.
> > May work with any version of Java3D.
> > I dont remember the name of the author, but I like to say a
> > big Thank You to him/her.
> >
> >
> >
> > /**
> >  * Title: FPS
> >  * Description:  FPS measurer
> >  * Usage:  add to your 3D graph and see the FPS measure at console
> >  * @author I dont know :(
> >  * @version 1.0
> >  */
> >
> > import javax.media.j3d.*;
> > import com.sun.j3d.utils.geometry.Text2D;
> > import javax.vecmath.*;
> > import java.util.Enumeration;
> >
> > final class FPS extends Behavior {
> >
> >  protected int nFrames;
> >  protected long startTime;
> >  protected final WakeupCondition w;
> >  protected static float frameRate;
> >  public int i=1;
> >  public Text2D text2D=null;
> >
> >  public FPS(int nFrames)
> >  {
> >   this.nFrames = nFrames;
> >   w = new WakeupOnElapsedFrames(nFrames);
> >  }
> >
> >  public FPS(){
> >   this(200);
> >  }
> >
> >
> >  public FPS(int nFrames, Shape3D texto)
> >  {
> >   this(nFrames);
> >   if (texto instanceof Text2D)
> >   text2D = (Text2D)texto;
> >
> >  }
> >
> >  public void initialize(){
> >   setSchedulingBounds (new BoundingSphere( new Point3d(), 1000));
> >   startTime = System.currentTimeMillis();
> >   wakeupOn(w);
> >  }
> >
> >  public void processStimulus(Enumeration criteria){
> >   long time = System.currentTimeMillis();
> >   frameRate=1000 * (float)nFrames/(float)(time-startTime);
> >   String saida = new String("FPS : " + (int)frameRate);
> >   System.out.println(saida);
> >   if (text2D != null)
> >   {
> >     text2D.setString(saida);
> >   }
> >   startTime = System.currentTimeMillis();
> >
> >   wakeupOn(w);
> >  }
> >
> >  public static float getFrameRate() {
> >     return frameRate;
> >  }
> > }
> > _______________________________________________________________________
> > Yahoo! Encontros
> > O lugar certo para encontrar a sua alma gêmea.
> > http://br.encontros.yahoo.com//
> >
> >
>
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>
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