Thanks a lot for all your suggestions. I've used IndexedTriangleArrays to
model the geometries as even though the coordinates data differs for every
particle, there are only 4 or 5 'types' or 'shape' of particles, such that
every particle of a certain 'type' or 'shape' uses the same index arrays. I
thought doing it this way would help reduce the amount of memory used (and
thus lead to better peformance) as otherwise the coordinates data for each
vertex would have to be added several times (atleast 6 times for 3 faces
meeting at a corner) if I were to use 1 TriangleArray. Am I correct in
thinking so?


-----Original Message-----
From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
On Behalf Of Florin Herinean
Sent: Friday, February 20, 2004 9:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Shape3D problem

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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