Most
probably your code is the culprit. I've played a lot with java3d, jogl, gl4java
and plain C/openGL, and i can tell you that a good written scene will render
with the same framerate on all those platform. And I've used scenegraphs
containing 10^4 objects. The only thing bothering me is that java3d memory usage
grows exponentially with the complexity of the scenegraph. However, that
shouldn't be the case with 100 objects. Definitely the problem is your coding,
not java3d.
Cheers,
Florin
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Von: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]Im Auftrag von Edward Pataky
Gesendet: Montag, 18. Oktober 2004 06:05
An: [EMAIL PROTECTED]
Betreff: [JAVA3D] Why is JAVA3D sooooo slow ???? please helpI am making a program which shows integrated circuits designs in 3D ... The entire universe is less than an inch....dimensions are in micrometers....how can I make the performance better? should I make the dimensions larger, like in meters, or should I keeop them smaller ? I have currently been using larger units so 1um is actually 1 meter in my program......I thought that would work....does java3D work better with small structures or larger ones...? It uses TONS os memory and runs slow for large (a hundred or so objects...) universes .... really it sucks. ... do you think it is my viewing scheme that might be inneficient....please help....
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