Hi, I might be missing something here, but is it possible to use BY_REFERENCE geometry arrays and GeometryUpdater when using IndexedGeometry? I’ve looked through the Java3D Specification and the tutorial which seems to suggest that it can be done, but I’m not sure what methods to use. For example, do I use setCoordRefFloat() to set the array of vertices assuming the indices start at 0 and then set the coordinate indices in the normal way using setCoordinateIndices()? Then in the GeometryUpdater class do I call the Geometry.getCoordRefFloat() to access the coordinates array? Also, I need some guidance as to use IndexedGeometry or non-indexed in my program. From what I’ve understood, non-IndexedGeometry gives much better rendering performance. I’m using IndexedGeometry because I thought it saved memory which is critical in my program, but I read somewhere (http://trapdoor.surak.com.au/~chris/home/java/j3d/PerformanceSutras.html) that even while using IndexedGeometry, the renderer needs to recreate the GeometryArrays from the indices for rendering so IndexedGeometrys actually use more memory?? Also, is using StrippedGeometry more efficient than using plain GeometryArray? I’m a little confused… would appreciate your comments. Thanks! ibrahim |
- Re: [JAVA3D] indexed vs non-indexed vs stripped Ibrahim Z Mohammad