Mario,

You could try the OpenGL version of Java 3D.  There are many factors
that influence this but it can make up to a 50% difference in
performance.

The size of the texture file isn't important, the dimensions and color
depth are!  If that is a JPG, then most likely it's "huge".  Convert it
to a 256 color GIF that is only 256x256 and your performance should be
much better.

The default sphere used to be very "big". (I never use them myself)  I
think they have made the default a lot more reasonable in Java 3D 1.3
but you still might want to check your parameters and reduce the number
of divisions (the docs currently indicate default is 15 divisions which
is probably a LOT more reasonable than it used to be).

How are you representing the stars?  Is each a polygon?

And of course the easy answer: replace the TNT2 with a GeForce card and
your frame rate would probably at least triple (even with the lowest end
GeForce 2).

- John Wright
Starfire Research

"ZACZEK, MARIUSZ P. (JSC-DM) (NASA)" wrote:
>
> oops...sorry, I meant to include that OS info.
> I'm running:
>    Windows 2000
>    Java 2 SDK v1.3.1_01
>    Java 3D 1.3 (DirectX) SDK
>
> The size of the texture for the earth (and mercator map) is:  254 KB
> The sphere used for the earth is just the standard default sphere.
> The size of the VRML model is: 955 KB
> The number of stars is: 4900
>
> I may be kind of awkward in my design of the animation though. I first
> declare
> all the objects I have in my createSceneGraph(). I then pass these objects
> to
> my behavior, where based on inputs in the swing menu, I control what happens
> to the
> objects (earth, VRML space station). The person that made me the plot panel
> put in a small frame counter he made and that is what I use to get
> framerate. If I
> don't display the Mercator map or the plot panel my animation speeds up a
> little.
> Also, I did notice that if I don't have the menu with the sliders
> displayed...ie
> I select my second menu where the Sliders are not animated then I get a a
> nice
> speed up. What is also bad is that during my animation my
> rotation,zooming,panning
> become slower...I guess I should expect that.
>
>    Mario
>
> Mariusz Zaczek
> NASA - Johnson Space Center
> Automated Vehicles and Orbit Analysis / DM35
> Flight Design and Dynamics Division
> Mission Operations Directorate
> Bldg: 30A     Room: 3040A
> Phone(W): 281-244-6650
> Phone(H): 832-385-3860
>
> Disclaimer: "The opinions, observations and comments expressed in my email
>              are strictly my own and do not necessarily reflect those of
> NASA."
>
> -----Original Message-----
> From: John Wright [mailto:[EMAIL PROTECTED]]
> Sent: Friday, January 10, 2003 11:47 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] ? Frame Rates ?
>
> Mario,
>
> The first aspects (from a Java 3D point of view) that I'd look at would
> be the size of your texture map for the earth model and how are you
> creating your earth sphere (how many vertices does it have?).  The TNT2
> isn't exactly a fast video card by today's standards and I suspect it
> would be sluggish when using a large texture.  Try replacing that
> texture with a 16x16 solid color image and see what difference you get
> in frame rate.
>
> >From casually looking at your screenshot I'd expect a better frame rate
> than you are reporting, even on a TNT2.  You also don't mention if you
> are running OpenGL or DirectX, what operating system, which version of
> Java 3d, etc.
>
> In the demos you should find "FPSCounter" to give some idea of how to
> implement your own frame rate counter.
>
> j3d.org note: Justin - we really should have an easy to find example of
> how to make a frame rate counter in the j3d.org FAQ.  This is a very
> basic aspect of Java 3D that most everyone ends up wondering about when
> they are first learning Java 3D (I don't think Sun's example code was
> included until Java 3D version 1.3).
>
> - John Wright
> Starfire Research
>
> "ZACZEK, MARIUSZ P. (JSC-DM) (NASA)" wrote:
> >
> > Hi,
> >  I have a program (picture attached) which has a canvas3d and couple of
> > canvas2d's and a swing interface.
> > When I run this program (with the canvas3d animation running) on a Pentium
> > 3, 900 Mhz, 128Mb Ram, Nvidia TNT2,
> > I get pretty crappy frame rate and graphical update. I'm talking about 5
> > frames/second. This includes the
> > animation of the mercator projection and the plot which are at the bottom
> of
> > the display.
> >
> > What I want to know is do any of you have any suggestions for how to
> improve
> > the frame rate. Could my
> > code be so badly written? I try to minimize the number of Transforms and
> > Groups as possible. I did notice
> > that having my sliders be updated by my animation slows me down some so
> I'm
> > going to have flag to not
> > have them get updated if the computer is too slow. But I'd still
> appreciate
> > any other advice...and
> > also, is there any code out there that one could run and have it output
> the
> > framerate....so that I could
> > use that code and test the machines out to see what framerates are
> possible?
> >
> > I know there is a Java3D FAQ regarding speed up and I've read it. The
> thing
> > that worries me about my code
> > being slow is that I know people are making Java3D games and I imagine
> they
> > must be fast enough to play
> > so they must be doing something right.
> >
> >    Mario
> >
> > Mariusz Zaczek
> > NASA - Johnson Space Center
> > Automated Vehicles and Orbit Analysis / DM35
> > Flight Design and Dynamics Division
> > Mission Operations Directorate
> > Bldg: 30A     Room: 3040A
> > Phone(W): 281-244-6650
> > Phone(H): 832-385-3860
> >
> > Disclaimer: "The opinions, observations and comments expressed in my email
> >              are strictly my own and do not necessarily reflect those of
> > NASA."
> >
> >   ------------------------------------------------------------------------
> >                      Name: baatscreen.jpg
> >    baatscreen.jpg    Type: JPEG Image (image/jpeg)
> >                  Encoding: base64
>
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