Michael Saunders wrote:

Thanks to Sean and Arthur for your responses. Using GeometryByRef again
requires that I keep my data in a format expected for strips or
triangles, etc. I am disappointed to discover that I can't keep my data
in a representation that I would like. The graphics library should not
be telling the application how to represent it's data.
Then java3d is certainly not for you. Scenegraph from very idea imposes
some rules on how data has to be represented. You are looking for
immediate mode api - probably for some specific subset of opengl,
because even opengl expects data to be provided in fixed way if you want
to use high-performance calls.

As for the callback interface you are talking about, what exactly is
wrong with GeometryUpdater ? For example, you are trying to generate
terrain, which is very, very large (so it is not possible to feed all of
it in vertex/triangle format). Then just create one or more dynamic
geometry objects and reuse them for any patch of terrain you want. At
given render frame, you will decide how to convert your metadata to
triangles, depending on point of view, LOD settings etc.

This is exactly the same as filling the vertex array in opengl and
rendering it in one call. I assume that you are not considering manual
glVertex/glColor calls for single triangles at all.

Artur

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