It's not related to java3d but to the CPU computing power. The more objects
you add, the more computing is needed. From my experience, the complexity of
the structure has much greater impact on performance than the data size. If
you compact all the objects into few big geometry arrays you'll see a
dramatic performance improvement. And that's reflected in both memory usage
*AND* fps. Don't expect java3d to do that for you in the compile() method.
In some cases, j3d is simply unable to determine what you really wanted.
I've changed my app to get rid of small geometry objects and always have
several medium sized ones. The memory usage have decresed from 250 MB to
less than 60 MB while the fps was 3 times higher.

As a short answer to your questions:

1) the "capacity" of j3d is limited only by the available memory.
2) if you have more than 3000 objects in your scenegraph, then j3d is CPU
bound. You should try to not reach this number by carefully constructing
your scene graph. For example, if you want to display the atpE gene
(Membrane-bound ATP synthase) you should not try to add each individual atom
in your scene graph, instead you should create only 4 big geometries for
each of the 4 main components (C-G, G-C, A-T, T-A). This way you'll have
only 240 objects in your scenegraph instead of over 4000.

Cheers,

Florin

-----Urspr�ngliche Nachricht-----
Von: hwu [mailto:[EMAIL PROTECTED]
Gesendet: Montag, 24. M�rz 2003 23:47
An: [EMAIL PROTECTED]
Betreff: [JAVA3D] Capacity of Java 3D


Hi, everyone,

As I want to show as more objects as possible in Java3D, the compile
process becomes more and more slowly. Maybe there is some other issues
Java3d dealing with internally. Some times it takes 10 minutes. So,

1) How to measure the capacity of Java 3D?
2) How can I predict whether the number of objects is approaching the
capacity?


Thanks in ahead

Hannes

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