: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 26, 2003 5:20 PM
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java
As I told you, all depends on how you create the scene graph.
As you have already seen, using spheres with sh
Nitin.Jain wrote:
The last one probably representing a molecule size of 7000 to 8000 atoms and
gives OutOfMemory exception unless I give the -Xmx option to the JVM.
NOTE THAT EVEN THE GEOMETRIES OR APPEARANCE HASNT BEEN ADDED AND I CANNOT
SHARE SHAPES AS EACH ATOM MAY HAVE A DIFFERENT APPEARANCE.
H
hat with some effort, I could
> have improved the performance, but I don't have any figures now.
>
> Cheers,
>
> Florin
>
>
> -Ursprüngliche Nachricht-
> Von: Florin Herinean [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 17:17
> An: [
D]
Gesendet: Mittwoch, 26. Februar 2003 17:17
An: [EMAIL PROTECTED]
Betreff: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
GL4Java (also s olution to la rge number of geometry problem)
Let's get some more numbers:
SceneGraph displays 27000 spheres.
Approach 1:
27000 TG + 2
Wednesday, February 26, 2003 9:47 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
GL4Java (also s olution to la rge number of geometry problem)
Let's get some more numbers:
SceneGraph displays 27000 spheres.
Approach 1:
27000 TG + 27000 Shape
us spheres, the optimum is : TG
= sqrt(2 * n-spheres), Geom-per-shape = n-spheres/TG
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: N. Vaidya [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. Februar 2003 16:20
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D
compromise between the two solutions. Thanks a lot to Ian for pointing that
>> very clearly and to Nitin who opened that thread. Now I know how I can
>> further improve the memory usage of my app.
>>
>> Cheers,
>>
>> Florin
>>
>> -Ursprüngliche N
ge of my app.
>
> Cheers,
>
> Florin
>
> -Ursprüngliche Nachricht-
> Von: Ian M Nieves [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 12:37
> An: [EMAIL PROTECTED]
> Betreff: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
> l
-Ursprüngliche Nachricht-
Von: Ian M Nieves [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. Februar 2003 12:37
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
la rge number of geometry problem)
Nitin,
You cannot get away from the fact that your application
r. am i grossly wrong somewhere...otherwise I have tried this, it is
> even worse than creating number of TGs
>
> nitin
>
> -Original Message-
> From: Ian M Nieves [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, February 26, 2003 4:38 PM
> To: [EMAIL PROTECTED]
> S
pheres and
cylinder. am i grossly wrong somewhere...otherwise I have tried this, it is
even worse than creating number of TGs
nitin
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 4:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] AW: [JAVA3
Nitin, (and ALL)
I have a similar system as you do.. Lots, LOTS of repeated geometry that
must be rendered. I have not yet implemented my optimal solution, but I
am quite sure it will work, and I will outline it to you, and the rest of
the community.
First observation: My solution doesnt care if
Peter Szinek wrote:
After all, i would be glad if someone could produce some benchmarks on real data
in real Java3D vs. GL4java projects. I doubt that it would be a big surprise...
(but who knows? Personally never made one...)
Problem is that by reducing point of interest to 'real projects' you
op
Florin,
I'll give you an example which was posted few weeks back in this forum. This
gives the problem of memory in certain kind of scenegraph.
In this we are trying to create 'n' shape 3Ds with there individual TGs.
This is for a molecular viewer where the geometry(would be shared) will be
sphere
Yes, OpenGL is *THE* big standard in the CAD industry. DirectX is *THE* big
standard in the gaming one. And as long Microsoft is in the market, DirectX
should not be underestimated.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: josh [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. Febru
Hello Florin,
Yeah, i must agree with Florin. I do not think so (assuming that you are not in
the amd/intel processor developer assembler code optimization department, part
time working in 'how to optimize GL4Java memory issues' project ) that you
can set up a correctly working scenegraph (of any
I would also like to mention that I feel that Java3D encourages a more
holistic approach to performance optimisation in the context of the rest
of the software development process.
I say this because I believe that Java3D and its relevant APIs allow
cleaner working code to be written, such that th
Moving to GL4Java because of memory issues will not solve anything. I
thought also some time before that j3d is a huge memory hog, with models
needing for up to 250mb of memory, but after I saw that for the same models,
a bare-bones native (opengl/c) viewer was using the same amount of memory
made
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