Hello Florin,

Yeah, i must agree with Florin. I do not think so (assuming that you are not in
the amd/intel processor developer assembler code optimization department, part
time working in 'how to optimize GL4Java memory issues' project ) that you
can set up a correctly working scenegraph (of any level / functionality etc.)
with asymptotically less memory in GL4Java than in Java 3D. Maybe you can win
some KB's but is that really worth the fuss? Not talking of reinventing the
wheel as someone already pointed out in this thread.

These asumptions make sense of course if we are talking of 'real life' projects,
i mean everyone of us has probably seen those 64kb demos with
7843843879triangles rotating/exploding/flying in wormholes/any kind of
incredible 3D effects. They are pretty nice etc. but i think the code is far
from maintainable/OO designed/reusable/debuggable/extendable/... and these
are the properties that every mid-sized to big program should have nowadays. Of
course if you are into the demoscene stuff or something like that, i will not
recommend to not shift to Gl4Java, but then you probably should switch to C/C++
as well...

After all, i would be glad if someone could produce some benchmarks on real data
in real Java3D vs. GL4java projects. I doubt that it would be a big surprise...
(but who knows? Personally never made one...)

Wednesday, February 26, 2003, 10:46:38, you wrote:

FH> Moving to GL4Java because of memory issues will not solve anything. I
FH> thought also some time before that j3d is a huge memory hog, with models
FH> needing for up to 250mb of memory, but after I saw that for the same models,
FH> a bare-bones native (opengl/c) viewer was using the same amount of memory
FH> made me change my mind.

FH> Bottom line: it's all about how you structure your scene! You can always eat
FH> the memory if you know how ;)

FH> Cheers,

FH> Florin



--
Best regards,
 Peter                            mailto:[EMAIL PROTECTED]

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