I don't think by-reference is slower, if not faster. The reason for not using by-reference is that Java3D API doesn't want to give you the direct reference to its internal data, thus letting everyone to screw up those data anyway they want. Instead, it only allows those values to change through its API. ie. must call TransformGroup.setTransform(tran3D) must be used to assign new values to transform3D of the transformGroup.
Saeid
Rob Nugent wrote:
When geometry is *not* by reference there are a number of optimizations that can be made by the implementation such as the use of OpenGL display lists which speed things up substantially.
You'll probably find that by-reference geometry is slower in most cases that not-by-reference.
Rob
Auguste Genovesio wrote:
I'm also very interested by the answer to this question !!!
Gili wrote:
Why does the majority of the API make copy of data instead of using it by reference which is far more efficiency? Surely this was a design decision of some kind, but what was the reasoning?
Thanks, Gili
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