If you have a simple test case that shows this bad a performance hit,
please send it to [EMAIL PROTECTED] so we can take a look at it.
Doug Twilleager
Java 3D Team
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> Subject: [JAVA3D] LODs are useless?
> To: [EMAIL PROTECTED]
>
> Hello all,
>
> I was running into a problem where every time I entered the scheduling
> bounds for LODs performance would slow to a crawl. So I did a quick test
> where, in response to a button press, I looped through an array that kept
> references to every Switch node in my (fairly large) virtual world and set
> the value.
>
> Results: The loop would complete almost instantly. Great. But rendering to
> the Canvas3D would stall for approximately 20-30 seconds. No updates.
> Nothing.
>
> Obviously I was simulating a worst case scenario in an effort to bring out
> the problem. But even on the smaller scale when some fraction of the LODs
> where causing switches to be set was making the performance of the app worse
> than when it was just drawing the high detail geometries all the time.
>
> Bottom line is that this seems to make LODs useless. Has anyone else seen
> this problem. Am I doing something horribly wrong?!?
>
> Thanks,
>
> Dean Iverson
>
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