Hi Michael,
>
>I'm running a P2 450 Mhz, 256 MB PC 100 Ram, 16 MB TNT1 graphics card,
>NVidia 12.41 drivers, Windows 2000, and JDK 1.3.1 with Java3D 1.2.1_02.
>
You miss one important thing, is it OpenGL or DirectX implementation ?
But from the speed that you get, I guess it is OpenGL impelmentation.
>I have a simple world that just has some cubes in it. The cubes move around
>according to keyboard input. Normally, this runs at about 40-60 FPS.
>However, when I turn on Scene AntiAliasing, it goes down to about 10 SECONDS
>PER FRAME, and sucks up all the CPU in doing so.
>
>I check that scene antialiasing is available on the Canvas3D. It returns
>true.
>
>Why is this so slow? Is it that my TNT does not support this feature?
>
Under OpenGL implementation, we render the image 9 times and
blend them together using accumulation buffer. This is slow as
this cause memory read back from graphics card. There is a bug
4366511 - Full screen antialiasing slow under OpenGL
for this. In the next v1.3 implementation we will use OpenGL
fullscene anti-aliasing extension (if available).
Under DirectX implementation, it will not simulate scene anitialiasing
if hardware not support (since no accumulation buffer in D3D).
However fullScreen antialiasing is supported if the device returns
D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT in its raster capabilities
list.
>Is this faster with JDK 1.4? If so, how much faster (given that it is
>totally useless as it is now.)?
>
>Will Java3D 1.3 solve this or do I just need to get a bigger CPU/Graphics
>card?
>
No, there is memory leak when using JDK1.4 beta (4470749), memory in system
will disappear every frame Java3D render until run out of memory.
Also Java3D (both OGL/D3D version) will fail to initialize
in some case with error message like (in OGL)
wg1CreateContextFailed: The operation completed successfully.
extentionStr == null
This should be fixed in next JDK1.4 release.
- Kelvin
------------------
Java 3D Team
Sun Microsystems Inc.
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