Peter Szinek wrote:

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...)

Problem is that by reducing point of interest to 'real projects' you open a way to ignore any benchmark/test which can be given...

I'll say it this way. For functionality that java3d exposes, I do not
see a point in proving which API is faster. Java3d can be a bit slower
versus heavily optimized opengl implementation, quite faster than naive
opengl version. But we are talking about same order of maginitude here.

For me, main problem is with all advanced functionality. Try to
implement shadow volumes in java3d. Any kind of funny effects using
pixel shaders. Even not so complicated tricks like bumpmapping with
ambient+diffuse+specular. Only way to do it, is to do everything in
software - probably 100 or 1000 times slower.

I'm not sure how fast render to texture is with current by-ref textures,
but I have a bad feeling that it has to be copies between GPU and main
memory there and back (please correct me if I'm wrong).

You can tell that no 'real application' needs shadow volumes, pixel
shaders, true bumpmaps, etc. This is not valid argument for me - same as
saying than nobody will ever need more than 640kb of memory :) There is
also a chance that most of this functionality will be exposed in java3d
1.4 - but before we will see at least API project (or even better beta
reference implementation) it is non-existent.

I use java3d for all of my for-fun visualisation projects and I'm 100%
happy with it's performance and capabilities. But sometimes I run NV
Effect Browser and a bit of jealousy appears somewhere inside...

Artur

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