Kelvin,

This is very helpful. It at least starts to give me a feel for the overhead
associated with, say, one pass to render x primitives, versus two passes to
render x/2 primitives each.

Thanks
Rob

Kelvin Chung wrote:
Rob Nugent wrote:

Kelvin,

Thanks for the updates. A fantastically naive question for you or
anyone else
who knows:

Java3D still use hardware acceleration even though no of light in the
scene > maxLight support by hardware in one pass.


May I have a definition of a "pass" please ?

You can consider this as a single rendering call that draw underlying
Geometry. Let say maxLight support by hardware is 8. It is possible to
have 8 lights define for a particular geometry A and another 8 light
for geometry B. Java3D just render A, update the light and then
render B before doing a buffer swap. So there are 16 lights
in the scene but only 8 can be active at any given time.

I only know Java3D (not OpenGL/DirectX), so how data gets handed to
the hardware
is largely unclear to me.

Thanks
Rob



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Rob Nugent
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Sun Microsystems, Southampton, UK

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