Hello,
Is there a description what the scene.compile() method does in detail?
(it can be called after creating the scene and before rendering.)
I think it recognises the static parts and applies the static transformation
matrices to every associated vertices. May be I am wrong?
Greeting Chris



----- Original Message -----
From: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 05, 2004 3:59 PM
Subject: Re: [JAVA3D] the Need for Speed debate


> here are my 2c:
>
> 1) carefully design your scene. Don't use TransformGroups if you don't
plan
> to dynamically move the objects bellow. A static branch containing many
> TransformGroups is a waste of resources which results in poor performance
> and a high memory usage. Collapse whenever possible such static
branchgroups
> to Shape3D's or, if possible to single geometries.
>
> 2) use LOD's to replace distant complicated geometries with simpler ones.
>
> 3) lights can have a great penalty. Use directional lights instead of spot
> or point lights whenever possible.
>
> 4) use textures to replace complicated geometries whenever possible.
>
> Florin
>
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED] Behalf Of Alessandro Borges
> Sent: Mittwoch, 5. Mai 2004 15:26
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] the Need for Speed debate
>
>
> Hi,
>
> I hear a lot about peaple asking how to get more FPS
> with Java3D applications. I guess this is a real issue
> for old video card. This can be tought when our
> clients are not ready to upgrading hardware.
>
> I have some simple tips, but is does not fit all
> cases. Actually in some cases this are not real
> options:
>
> * tip 1 - reduce Z-Buffer from 32bits to 16Bits
> * tip 2 - reduce colorDepth from 32bits to 16Bits.
> * tip 3 - reduce both ZBuffer & ColorDepth to 16Bits
>
> When this tips are not applicable:
> * when using large scenes - 16Bits ZBuffer are not
> suited for it;
> * Multitexture/Dot3/Sphere Map texturing - 16bit color
> depth generate a kind of pixelization grid or aliased
> texturing. In some aplications this visual issue are
> not acceptable.
>
>
> Alessandro
>
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