Hi,

Would you mind to share the results after setting the
equivalent sphere quality?

Regards,

Scott
----- Original Message -----
From: "Ranjan.George" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 31, 2002 4:59 AM
Subject: Re: [JAVA3D] OpenGL vs Java3D Immediate Mode


> Sorry about that question, the problem was with the quality of the
sphere's.
> The OpenGL sphere was of poorer quality than the Java3D sphere!
>
> Sorry again!
>
>
> Regards,
>
> Ranjan George
> ingenovis, A Division of iLabs Ltd.
> Phone  : 91-040-23352900/2 Ext.2006/2016
> Fax    : 91-040-23351522
> Email  : [EMAIL PROTECTED]
> http://www.ingenovis.com
>
> -----Original Message-----
> From: Ranjan.George [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, December 31, 2002 3:12 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] OpenGL vs Java3D Immediate Mode
>
>
> Hi All,
>
> I have been evaluating using Java3D Immediate Mode vs Java-OpenGL Binding
> (GL4Java).
>
> I draw a 90000 sphere's randomly on the canvas using Java3D Immediate Mode
> and using OpenGL.  There is a drastic difference in the performance.  Can
> anyone tell me why is it so.  The figures obtained are as follows:
>
> OpenGL: 12s
> Java3D: 38.91s
>
> Note that to draw a sphere I used the utils sphere in Java3D and the GLU
> sphere in OpenGL.
>
> Following is the code used for Java3D:
>
> m_gc3d.clear();
> Vector3d vec = new Vector3d(1d, 1d, 1d);
> Transform3D trans = new Transform3D();
> for (int i = 0; i < 90000; i++)
> {
>        vec.x = vec.x/Math.abs(vec.x)*Math.random()*-1d;
>        vec.y = vec.y/Math.abs(vec.y)*Math.random()*-1d;
>        vec.z = vec.z/Math.abs(vec.z)*Math.random()*-1d;
>
>        trans.setTranslation(vec);
>        m_gc3d.setModelTransform(trans);
>        m_gc3d.draw(m_geom);
> }
> swap();
>
> Following is the code for OpenGL:
>
> double fact = -1d;
> for (int i = 0; i < Integer.parseInt(Test1.this.text.getText())*3; i++)
> {
>         double x = Math.random()*fact/.001;
>         double y = Math.random()*fact/.001;
>         double z = Math.random()*fact/.001;
>         fact = fact*(-1d);
>         gl.glPushMatrix();
>         gl.glTranslated(x, y, 0d);
>         gl.glCallList(1);
>         gl.glPopMatrix();
> }
> Regards,
>
> Ranjan George
> ingenovis, A Division of iLabs Ltd.
> Phone  : 91-040-23352900/2 Ext.2006/2016
> Fax    : 91-040-23351522
> Email  : [EMAIL PROTECTED]
> http://www.ingenovis.com
>
> -----Original Message-----
> From: Justin Couch [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, December 31, 2002 12:02 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java 3D FAQ Weekly Posting (30 Dec 2002)
>
>
> Simeon H.K. Fitch wrote:
>
> > not the group's. My original itch was that I'm very interested when a
> > new tip or other info tidbit is available, and would like to know when
> > that happens. Since you pointed out the CVS access to the FAQ I'll just
> > do it myself.
>
> Ok, no probs. That was part of of the idea of trying to keep a
> consistent header. If people get pissed off with seeing it once a week,
> they can just killfile it pretty easily. In fact, Sun's listproc does
> that too if you post the same subject twice in a given time, so I had to
> do some trickery to allow the mail to get through :)
>
>
> > That's a fair judgment call on your part. I'm in the camp that
> > interprets the "frequent" part of FAQ very liberally, even to a
> > speculative extreme:
>
> I probably could do a little more that way, but I've never really gotten
> around to it. I think a lot of people on this list just sort of assume
> things like "it'll be done when it's given to us". One of these is
> Pixel/Vertex shaders. There should probably be a speculative entry in
> the FAQ about that (no J3D doesn't support them) but the question rarely
> gets asked.
>
> Just thinking about it, there's another reason too that sets this group
> apart from your typical usenet-style group/listproc. There aren't that
> many people trying to really stretch J3D in the way that you get for
> OpenGL/D3D. I reckon I could count the "high end" users on two hands.
> These folk are already comfortable with the capabilities and know where
> to go to find answers. There are also two BoFs held each year and the
> j3D team put out a set of outlines of Future Stuff there, which I
> transcribe and then post here and also on the website. That seems to
> cover most of those speculative questions too. So, going back to Pixel
> Shaders, at a BoF a while ago, DougT put out a slide of Things coming in
> 1.4 which answered that question pretty much before anyone that cared
> about it asked it.
>
> > RTFF, etc.). I'm just publicly wondering if there is something with
> > either the format or the process by which the FAQ is contributed to and
> > communicated that could be improved to increase the inherent value of
> > the FAQ.
>
> I'm sure there is. If people asked more questions we could put more
> stuff in :) I'm always open to suggestions and I usually try to jump to
> answer a question with the FAQ entry before anyone else does if I can.
> However, I do become rather unresponsive at times simply because of work
> load. So you'll see my participation here yo-yos pretty heavily, and the
> same thing with answering the aliases on the j3d.org site. (I only got
> around to putting in all the site link requests and stuff for the last 2
> months a couple of days ago and still haven't actually responded to any
> of the emails yet).
>
> > good tips/tricks could be better archived (which IMO is a valid use of
> > the FAQ).
>
> Well, depending on the length of the tip, I normally try to make more of
> a tutorial out of it. That's what the Quick Fix section of j3d.org is
> about. It's just stuff that looks useful being slurped off the list here
> and formatted as a web page and off we go.
>
> > I'd also point out that some people may spend more time answering new
> > questions if the response had a good chance of ending up in the FAQ
>
> Actually, I think a lot don't answer because they simply don't have a
> clue about it. Again, comes down to volume of users. There's been a
> constant undercurrent of people doing stereo work with J3D, for example,
> and slow stream of questions about it. Unfortunately it has never lead
> to a conclusive answer about the various paths to take, so it's just
> ended up as one of those things that never gets a good FAQ entry even
> though it probably should. Similar thing with the questions you see from
> Davel Yazel at times. He's doing stuff at the bleeding edge of J3D which
> nobody else has really tried before. He generally doesn't get answers
> because nobody else (even the J3D team!) has any clue about what he's up
> to.
>
> > (JGO? Again, I may be from Pluto...)
>
> Ah, my bad - JavaGaming.org
>
> > <snip>
> > I checked it out and noticed the mix of style and content. The
> > <question>/<answer> delineation is the most important here...
>
> Yeah, that's just my hack to make life easier for the generation.
> Content is using a subset of XHTML, wrapping up in the large structural
> style elements. Since I know the only time the content stuff is really
> used is to generate the HTML pages, I felt that it was a sufficiently
> non-dodgy hack just to dump the HTML markup directly into the document
> itself. Saves me having to come up with a separate tagset to do it all
> myself. Again, one of those things where I should probably have used
> mixed-namespace content rather than the DTD/Entity hacking that I've
> done. If you come up with something a little less hacked up, I'd love to
> hear about it!
>
> > area). I like having a TOC of all the questions up front, and also being
> > able to easily search and browse all content.
>
> That's true. It's also one of those long-standing requests that people
> have had to put a search engine front-end onto the FAQ. Because of the
> way I maintain it as the flat-file XML, it's never really leant itself
> to the idea (although the XML-databases that are starting to become more
> prevalent might work for that) and so I keep putting it off....
>
> > it comes to including something in the FAQ. Would it be helpful if more
> > people voiced their opinion when they see a question answered and think
> > the exchange deserves to be included?
>
> Let the rabble begin! :)
>
> --
> 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/
> -------------------------------------------------------------------
> "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
> all your brains, would be useless in a mouse's universe..."
>                                                - Greg Bear, Slant
> -------------------------------------------------------------------
>
>
===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>
>
===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>
>
===========================================================================
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
body
> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to