Hello,
I am facing the following issue: I've got a
particle system which I test for collision against a human figurine consisting,
let's say, of 20,000 triangles.
To get an efficient collision detection through
picking, I split the figurine into a branch group of 20,000 Shape3Ds. This works
quite well, until I try to detach the mentionned branch group (for example to
load a new figurine): It takes a considerable amount of time to detach even
though its building is quite fast.
So I thought I would keep one Shape3D and have
20,000 geometries. Then the detach is fast, but the collision detection is sooo
slow...
So, as mentioned in Justin Couch's FAQ, I tried to
find a compromise, for example 5 geometries per Shape3D. I tried also with 2. I
hoped to speed up both processes, but now neither the collision detection nor
the detach is fast... Furthermore, when my secondly loaded figurine is
displayed, Java3d slows down (for example rotating or zooming takes 5 times more
time than before).
Any idea what I should do?
Thanks!
Roland Sarrazin
Fraunhofer Gesellschaft - Institut für Graphische Datenverarbeitung - Darmstadt Raum 221 @: [EMAIL PROTECTED] |