: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 26, 2003 5:20 PM
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java
As I told you, all depends on how you create the scene graph.
As you have already seen, using spheres with sh
Nitin.Jain wrote:
The last one probably representing a molecule size of 7000 to 8000 atoms and
gives OutOfMemory exception unless I give the -Xmx option to the JVM.
NOTE THAT EVEN THE GEOMETRIES OR APPEARANCE HASNT BEEN ADDED AND I CANNOT
SHARE SHAPES AS EACH ATOM MAY HAVE A DIFFERENT APPEARANCE.
H
hat with some effort, I could
> have improved the performance, but I don't have any figures now.
>
> Cheers,
>
> Florin
>
>
> -Ursprüngliche Nachricht-
> Von: Florin Herinean [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 17:17
> An: [
D]
Gesendet: Mittwoch, 26. Februar 2003 17:17
An: [EMAIL PROTECTED]
Betreff: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
GL4Java (also s olution to la rge number of geometry problem)
Let's get some more numbers:
SceneGraph displays 27000 spheres.
Approach 1:
27000 TG + 2
couldn't have agreed more...Interfaces A MUST IN JAVA3D!!!
nitin
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: Thursday, February 27, 2003 6:45 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java 3D or GL4Java (also solution to la rge number
o f geometry pr
iginal Message-
> From: Ian M Nieves [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, February 26, 2003 5:07 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
> la rge number of geometry problem)
>
>
> Nitin,
>
> You
u get your molecule definition ? Do you have a sort of file
that can be shared ? I mean, that you can send to me ?
-Ursprüngliche Nachricht-
Von: Nitin.Jain [mailto:[EMAIL PROTECTED]
Gesendet: Donnerstag, 27. Februar 2003 07:12
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] Java 3D or GL4Java (also
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 5:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
la rge number of geometry problem)
Nitin,
You cannot get away from the fact that your
L PROTECTED]
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
GL4Java (also s olution to la rge number of geometry problem)
Let's get some more numbers:
SceneGraph displays 27000 spheres.
Approach 1:
27000 TG + 27000 Shapes + 1 Appearance + 1 Geometry, uses aprox 140 MB.
> Date: Wed, 26 Feb 2003 11:33:35 -0500
> From: RWGRAY <[EMAIL PROTECTED]>
>
> Doesn't this assume you are not interested in *any* kind of transparency or
> rendering order?
Yes, this has been missing from the discussion so far. There's always a
tradeoff.
By decreasing the granularity of
I, for one, have been reading the postings and have found them to be
very informative as I learned more about Java 3D, performance, memory, etc. So
I wanted to let you guys know that it hasn't all been "wasted" energy (: Thank
you.
> My response was fatuous, which I thought would be appa
Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Florin Herinean
Sent: Wednesday, February 26, 2003 11:17 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
GL4Java (also s olution to la rge number of geometry problem)
Let's get
us spheres, the optimum is : TG
= sqrt(2 * n-spheres), Geom-per-shape = n-spheres/TG
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: N. Vaidya [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. Februar 2003 16:20
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D
compromise between the two solutions. Thanks a lot to Ian for pointing that
>> very clearly and to Nitin who opened that thread. Now I know how I can
>> further improve the memory usage of my app.
>>
>> Cheers,
>>
>> Florin
>>
>> -Ursprüngliche N
Niltin wrote:
> After being LOYAL to java3D for past one and a half years, I'm now
planning
> to shift to GL4Java because of serious memory and performance issues.
be wise to not fall in the same problems again...
And remender some widely adopted vcards have poor OpenGL
support/performance, and in
list of people using only one
of the two sides.
- Original Message -
From: "Schäfer, Peter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 26, 2003 12:33 AM
Subject: Re: [JAVA3D] Java 3D or GL4Java
> >
> > - Original Mes
ge of my app.
>
> Cheers,
>
> Florin
>
> -Ursprüngliche Nachricht-
> Von: Ian M Nieves [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 12:37
> An: [EMAIL PROTECTED]
> Betreff: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
> l
-Ursprüngliche Nachricht-
Von: Ian M Nieves [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. Februar 2003 12:37
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also solution to
la rge number of geometry problem)
Nitin,
You cannot get away from the fact that your application
r. am i grossly wrong somewhere...otherwise I have tried this, it is
> even worse than creating number of TGs
>
> nitin
>
> -Original Message-
> From: Ian M Nieves [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, February 26, 2003 4:38 PM
> To: [EMAIL PROTECTED]
> S
pheres and
cylinder. am i grossly wrong somewhere...otherwise I have tried this, it is
even worse than creating number of TGs
nitin
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 4:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] AW: [JAVA3
Nitin, (and ALL)
I have a similar system as you do.. Lots, LOTS of repeated geometry that
must be rendered. I have not yet implemented my optimal solution, but I
am quite sure it will work, and I will outline it to you, and the rest of
the community.
First observation: My solution doesnt care if
Peter Szinek wrote:
After all, i would be glad if someone could produce some benchmarks on real data
in real Java3D vs. GL4java projects. I doubt that it would be a big surprise...
(but who knows? Personally never made one...)
Problem is that by reducing point of interest to 'real projects' you
op
memeory in j3d.
nitin
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 3:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java 3D or GL4Java
I have worked with both openGL and Java3D, not GL4Java, but I will assume
that this is more or
Florin,
I'll give you an example which was posted few weeks back in this forum. This
gives the problem of memory in certain kind of scenegraph.
In this we are trying to create 'n' shape 3Ds with there individual TGs.
This is for a molecular viewer where the geometry(would be shared) will be
sphere
. Februar 2003 11:05
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] Java 3D or GL4Java
Ian M Nieves wrote:
> The OTHER negative point about GL4Java is that it is bound to OpenGL.
> This may not seem huge to you now, and it doesnt even bother me at the
> moment, BUT there is no reason to be
Hello Florin,
Yeah, i must agree with Florin. I do not think so (assuming that you are not in
the amd/intel processor developer assembler code optimization department, part
time working in 'how to optimize GL4Java memory issues' project ) that you
can set up a correctly working scenegraph (of any
Ian M Nieves wrote:
The OTHER negative point about GL4Java is that it is bound to OpenGL.
This may not seem huge to you now, and it doesnt even bother me at the
moment, BUT there is no reason to be tied to a particular 3d
implementation. Java3D on the other hand is NOT bound to opengl. A VERY
SMAR
7;s all about how you structure your scene! You can always eat
> the memory if you know how ;)
>
> Cheers,
>
> Florin
>
> -Ursprüngliche Nachricht-
> Von: Nitin.Jain [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 10:28
> An: [EMAIL PROTECTED
Schäfer, Peter wrote:
At this point, Java3D could gain A LOT if they opened up their low-level
interfaces.
Then programmers would have a choice: an easy-to-use high level interface,
plus access to low level OpenGL features (for those that are willing to use
it).
Yup. You should see some of the shen
> Hardware compatability:
>
> There are two aspects here. Firstly, both Java 3D and GL4Java support
> OpenGL so they should both be happily compatiable with the hardware
> avaiable at the moment (platforms and cards). However, the
> extensions to
> GL (the cool features that you see in games) will
f: Re: [JAVA3D] Java 3D or GL4Java
Aren't you mentioning more benefits of GL4Java than Java3D..."optimazation",
"GL Extension..", etc. So except for the support aspect is there any other
negative point of GL4Java.
One thing is true that it is like reinventing the wheel if s
being LOYAL to java3D for past one and a half years, I'm now planning
> to shift to GL4Java because of serious memeory and performance issues.
>
> nitin
>
> -Original Message-
> From: Kevin Glass [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, February 26, 2003 2:44 P
sues.
nitin
-Original Message-
From: Kevin Glass [mailto:[EMAIL PROTECTED]
Sent: Wednesday, February 26, 2003 2:44 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java 3D or GL4Java
With respect, I don't think its quite that simple.
The Java3D vs GL4Java discussion is much like any ot
AIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 25, 2003 2:15 PM
Subject: [JAVA3D] Java 3D or GL4Java
Hi, All,
Anyone ever used both Java3D and GL4Java from
http://www.jausoft.com/gl4java/. Which one is better in performance?
Java3D
Which one is easy to write code?
>
> - Original Message -
> From: "Hong Cao" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 25, 2003 2:15 PM
> Subject: [JAVA3D] Java 3D or GL4Java
>
>
> > Hi, All,
> >
> > Anyone ever used both Java3D
Answers below
- Original Message -
From: "Hong Cao" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 25, 2003 2:15 PM
Subject: [JAVA3D] Java 3D or GL4Java
> Hi, All,
>
> Anyone ever used both Java3D and GL4Java from
> http://www.
Hi, All,
Anyone ever used both Java3D and GL4Java from
http://www.jausoft.com/gl4java/. Which one is better in performance? Which
one is easy to write code? Which one is better in hardware compatibility?
Thanks.
Hong
===
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