Lan,

I had a tough time understanding what you are doing, but if you are
sharing geometry (by using BY_REFERENCE), then you are saving some memory
because you dont have multiple copies of the same geometry.

If you have transformGroups above each Shape3D, then you are not saving
memory in terms of TransformGroups.

This is an engineering decision you must make:  Do you try to save memory
in the Shape3Ds or in the TransformGroups... its up to you.

Ian


On Mon, 3 Mar 2003, Lan Wu-Cavener wrote:

> Yes, I see the point here.
>
> I have a Geometry object using BY-REFERENCE which is independent of
> locations. Multiple instances created using this Geometry are put in varies
> locations in the virtual world through TransformGroup.  During the run, I
> also need to update the coordinates of the Geometry object.  If I change
> the coordinates of each geometry instance while I generate it, then I need
> to add a Transform3D in my geometry to track ea. instance location. This
> still saving memory compared with using TG above each geometry, correct?
> since TG class is huge.
> Thank you very much! I am a bit slow here.
> Lan
>
> At 09:44 AM 3/2/2003 -0500, you wrote:
> >Lan,
> >
> >I am not sure completely what your issues are.  HOWEVER, if you would like
> >to build a scene without transform groups, this is easy.
> >
> >Simply change the coordinates of the geometry you are using, explicitly.
> >This can be done many ways.  One simple way is to build a transform3D and
> >call .transform() on all the points in your geometry.
> >There are some cases/restrictions when this is not allowed, but the idea
> >should be clear.
> >
> >If you explicitly change the coordinates of your geometry, then you have
> >no need for a TransformGroup.
> >
> >
> >Ian
> >
> >
> >
> >On Fri, 28 Feb 2003, Lan Wu-Cavener wrote:
> >
> > > >Ian,
> > >
> > >
> > >
> > > >The alternative is that you simply add your shape3d to your scene as
> > > >normal, WITHOUT a transform group.  You can still pick the shape3D and
> > > >change its properties.
> > > >When you say "editable" geometry, I assume you meat translations and
> > > >rotations.  Please see previous emails where I discuss adding then
> > > >removing TransformGroups temporarily, so that they are not around when
> > > >they are not being used.
> > >
> > > I use a transform group to specify the location of the shape3d in the
> > > virtual world. I remembered that I tried to use one TransformGroup variable
> > > to add different shape3d, it did not work. Did I understand you correct
> > > when you mention "adding then removing TG"?  Because I would like to try it
> > > again since all my shape3d will not be moved after they were rendered.
> > > Currently I have a TG bank, whenever a BranchGroup is detached, it will
> > > return the TGs to the bank, Most of those TGs are re-used for new
> > BranchGroup.
> > >
> > >
> > > >Thank you much!
> > >
> > > Lan
> > >
> > >
> > > Lan Wu-Cavener
> > > Dept. of Landscape Architecture
> > >
> > > ===========================================================================
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> > > of the message "signoff JAVA3D-INTEREST".  For general help, send email to
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> > >
> > >
> >
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>
> Lan Wu-Cavener
> Dept. of Landscape Architecture
>
> ===========================================================================
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> of the message "signoff JAVA3D-INTEREST".  For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
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>

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