Ronald,
My suspicion is that Background images or fills are not passed through the 3D API so
3D hardware acceleration is not going to help here. [I hope I'm proved wrong on this].
If the texture image is large 10 FPS seems about right. I suspect the Background image
is drawn into the frame using 2D APIs first and then all geometry is rendered into the
frame on top using 3D APIs.
You could try the trick I described a few days ago of mapping a texture image onto a
sphere and using that as 3D geometry. That will definitely go through the 3D API and
may prove quicker for you. It also gets around the problem of resizing the texture
image when the user resizes the window.
Sincerely,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Ronald R. Mourant
> Sent: 30 August 1999 12:18
> To: [EMAIL PROTECTED]
> Subject: Textured background
>
>
> Hi,
>
> I have done a simple driving simulation in
> Java 3D. When I run on a 550 MHZ Dell with a Diamond
> Viper card, the frame rate is 78 fps.
>
> However, when I put in a textured background, the
> frame rate is only 10 fps!!!
>
> Is there a way to improve the frame rate and
> still have a textured background?
>
> Thank you.
>
> Ron Mourant
> [EMAIL PROTECTED]
>
> ==================================================================
> =========
> To unsubscribe, send email to [EMAIL PROTECTED] and include
> in the body
> of the message "signoff JAVA3D-INTEREST". For general help, send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".