I don't think by-reference is slower, if not faster.
The reason for not using by-reference is that Java3D API doesn't want to
give you the direct reference to its internal data, thus letting
everyone to screw up those data anyway they want. Instead, it only
allows those values to change through its API.
ie. must call TransformGroup.setTransform(tran3D) must be used to assign
new values to transform3D of the transformGroup.

Saeid


Rob Nugent wrote:
When geometry is *not* by reference there are a number of optimizations
that can
be made by the implementation such as the use of OpenGL display lists which
speed things up substantially.

You'll probably find that by-reference geometry is slower in most cases
that
not-by-reference.

Rob

Auguste Genovesio wrote:

I'm also very interested by the answer to this question !!!


Gili wrote:


       Why does the majority of the API make copy of data instead of
using it by
reference which is far more efficiency? Surely this was a design
decision of some kind,
but what was the reasoning?

Thanks,
Gili

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Quantitative Image Analysis Group
Institut Pasteur
25, rue du Docteur Roux
75724 Paris Cedex 15

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Rob Nugent Sun Microsystems, Southampton, UK

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