Sean Sylvis wrote:

I attempted to use view frustum culling to reduce the number of
polygons being sent to the video card. Under my first implementation,
I am using one Behavior that wakes up each frame and updates the
frustum planes. And I am using one Behavior for each object that wakes
up each frame, gets the current position of the associated object in
the virtual world, and culls it against the view frustum.

That sounds like a _really_ inefficient way of doing things. Why would
the objects want to cull themselves against the view frustum rather than
the view frustum cull objects that are not visible? Also, you do realise
that Java3D is already doing most of the view frustum culling under the
covers already? The only time where you want to do application level
culling is when you have ridiculously huge data sets like terrain
rendering applications.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
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                                              - Greg Bear, Slant
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