For number 2, I have been down a similar road for the j3f file format with
obj files. One thing I forgot about was normals, that j3f stores the normals
and the obj files I was using did not. The one thing I did learn also was
that j3f files store texture maps internally, when you realize that it also
includes the texture maps inside it can cause the size to be larger, this is
something that may be relating to your problem. The other thing is, when I
compressed the texturemap(s) and obj files down in a single zip file, and
then compared them to a compressed j3f file, I noticed that the j3f file was
smaller in size then the obj texture map one.
This was just my initial observation, I think there is probably other ways to
optimize the geometry and other properties inside of java3d so that the
output will also be optimized memory wise. I'm currently examining the source
code to the j3d fly through demo IO code to see how it works so that my
utility program can possibly optimize the output. But I have to hold this off
until I get some other issues settled with Java3D, I want to get a basic
framework done for interface and other elements required in games before I
decide to move to other things.
Leyland Needham
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