Ok, now I understand better. You can still use 1 TriangleArray holding all
your geometry. Better, BY_REFERENCE, and then you update it with a
GeometryUpdater. That ensures that the whole geometry will be consistent.
And, considering what you're doing, the fastest option.

Cheers,

Florin

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Ibrahim Z Mohammad
Sent: Freitag, 20. Februar 2004 16:17
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Shape3D problem


I can't use a Point Array as each particle has to be modelled as a 3D object
with distinct geometry and orientation. The simulation includes particles of
different arbitrary geometries (shapes with n-sided polygonal convex faces)
and the orientations change from frame to frame. Instead of dealing with a
large number of TransformGroups I just recreate the geometries for each
frame.


-----Original Message-----
From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
On Behalf Of T.J.Hunt
Sent: Friday, February 20, 2004 8:29 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Shape3D problem

From: Ibrahim Z Mohammad [mailto:[EMAIL PROTECTED]

> The problem is, since
> I have a very large number of geometries (around 30,000, I'm
> doing visualization for a granular soil particle simulation
> where each geometry is a soil particle), the geometries don't
> appear at the same time, rather the renderer starts by
> rendering the geometries one by one, from the first added one
> to the last.

Why not use just one geometry, which is a PointArray with 30,000 points
in it, and instead of adding and removing the Geometries, just change
the coordinates of the points in the array?

Tim.

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