The Background Image feature is implemented with glDrawPixels in the
OpenGL version of Java 3D. If the OpenGL driver doesn't accelerate this
operations, it will be slow. The alternative is to use a textured primitive
as background geometry.
Doug Twilleager
Java 3D Team
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> Subject: Re: [JAVA3D] Textured background
> To: [EMAIL PROTECTED]
>
> 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]
> >
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>
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