More probably there is a problem with the other code, which is eating processing power. I mean, from the figures below, the bottleneck are the calculations that you seem to be performing to update the gui, most probably at every frame.
I have played with a simplified model, containing 3 spheres, 1 for sun, one for earth and one for moon, each sphere having 128 divisions, and two line circles, one representing the orbit of the earth around the sun, the other the orbit of the moon around the earth, with animation to rotate the moon around the earth and the whole branch group earth - moon around the sun. On a p3 500 mh laptop with s3 graphic chip with java 1.4.1 and j3d 1.3 directx, I got framerates between 80 and 90. Cheers, Florin -----Urspr�ngliche Nachricht----- Von: ZACZEK, MARIUSZ P. (JSC-DM) (NASA) [mailto:[EMAIL PROTECTED]] Gesendet: Samstag, 11. Januar 2003 04:28 An: [EMAIL PROTECTED] Betreff: Re: [JAVA3D] ? Frame Rates ? actually the model does not seem to have much affect on the speed...as a matter of fact I used a 2kb model and same issues with frame rate. These were the results of frame rates I posted before: Ok, here is the test results on a DIFFERENT machine: Dell 2.4 Pentium 4, 256 Mb ram, Nvidia Geforce2, Windows 2000 ISS model (955 KB) Test Model (2 KB) (1) Normal Run 31 fps 35 fps w/ animating sliders (2) no animating sliders 38 fps 46 fps (3) earth texture reduced by 50 % ... anim. sliders 31 fps 34 fps Mario (4) reduced earth texture 39 fps 46 fps no animating sliders yes I can get to 46 fps if I get rid of the animated sliders but that's about it....this translates to about 10 fps on the slower machines I mentioned before. SO I'd still like to raise the overall fps so even the slow machine can be a bit more bareable. Oh and the sphere (earth) is absolutely crappy. If you get close to it you can see the angles of the sphere...I think I have no more than 20 divisions in that sphere. And the sun sphere is simply a VRML object that is the default VRML sphere and has very few polygons as well. The only think that I can figure after all the suggestions is that my code may be poorly written. When I run my program it uses over 60,000 K on windows 2000...this must mean I have way to many variables and things defined. I'm going to have to go back and try to minimize things a lot more. thanks for the help, everyone! Mario NASA Johnson Space Center -----Original Message----- From: Michael P. McCutcheon To: [EMAIL PROTECTED] Sent: 1/10/2003 9:12 PM Subject: Re: [JAVA3D] ? Frame Rates ? Just to let you know...here is my system: Pentium 2 450 Mhz. 512 MB memory TNT 1 Graphics card Windows 2000 (and Max OS X :) JDK 1.4.1_01 Java3D 1.3.1 beta1 For scenes of similar complexity I get roughly 30-60 FPS. (nothing scientific, but suffice it to say that it can be 'smooth', even on old computers). I think that you must be using some terribly large textures or super-super acurate spheres or something. Also I look at the small model...I suspect it was exported from a CAD tool or something with LOTS of polys. Exporters can be pure evil :) With a computer as fast as yours...you should be able to get 40-60 FPS out of something like that, easy. Scale your models accuracy and texture size down. I bet you'll be surprised how fast you can make it. Mike ZACZEK, MARIUSZ P. (JSC-DM) (NASA) wrote: > Hi, > I have a program (picture attached) which has a canvas3d and couple of > canvas2d's and a swing interface. > When I run this program (with the canvas3d animation running) on a Pentium > 3, 900 Mhz, 128Mb Ram, Nvidia TNT2, > I get pretty crappy frame rate and graphical update. I'm talking about 5 > frames/second. This includes the > animation of the mercator projection and the plot which are at the bottom of > the display. > > What I want to know is do any of you have any suggestions for how to improve > the frame rate. Could my > code be so badly written? I try to minimize the number of Transforms and > Groups as possible. I did notice > that having my sliders be updated by my animation slows me down some so I'm > going to have flag to not > have them get updated if the computer is too slow. But I'd still appreciate > any other advice...and > also, is there any code out there that one could run and have it output the > framerate....so that I could > use that code and test the machines out to see what framerates are possible? > > I know there is a Java3D FAQ regarding speed up and I've read it. The thing > that worries me about my code > being slow is that I know people are making Java3D games and I imagine they > must be fast enough to play > so they must be doing something right. > > Mario > > Mariusz Zaczek > NASA - Johnson Space Center > Automated Vehicles and Orbit Analysis / DM35 > Flight Design and Dynamics Division > Mission Operations Directorate > Bldg: 30A Room: 3040A > Phone(W): 281-244-6650 > Phone(H): 832-385-3860 > > Disclaimer: "The opinions, observations and comments expressed in my email > are strictly my own and do not necessarily reflect those of > NASA." > > > > > ------------------------------------------------------------------------ > ======================================================================== === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". 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