HI,
i wondering if the size of the bound cost in J3D.
For example:
If a i set the bound of my scene to 100 does it cost more in CPU
for vertor recalculation that if
i set the bound to 50.
Thanks
===
To
A quick test to check if you have hardware
acceleration under Linux is running, at comand line,
glxinfo and glxgears.
glxgears, with HW and without vsynch, goes
unbeveliables +1000FPS
Another way, using Java3D, is checking the renderer.
See PackageInfo/QueryProperties.java demo.
I'am using Java
Moin
> How I can do this?
turn it off in Linux:
export LIBGL_THROTTLE_REFRESH=0
You probably don't have DRI & DRM enabled or Mesa is not working with them.
To test mesa:
If glxinfo does not output a line like:
"OpenGL renderer string: Mesa DRI Radeon 20030328 AGP 4x x86/MMX+/3DNow!+/SSE
TCL"
Maxim Tugai wrote:
Turn Vsync back on on Windows and see how the number change.
How I can do this?
It will be in your monitor graphics settings. So click on the desktop,
get your graphics settings dialog, go to the advanced setup and dig
through there. The exact switch tends to vary by video card
>Turn Vsync back on on Windows and see how the number change.
How I can do this?
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send ema
eflect those of
NASA."
"Failure is never quite so frightening as regret." - Cliff's wife (The Dish)
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Maxim Tugai
Sent: Friday, February 13, 2004 1:51 PM
To: [EMAIL PROTECTED]
S
What do you get when you execute glxinfo - is direct rendering enabled?
If not, check the module agpgart and the XFree86-configuration if the
radeon driver is used.
Le Fri, 13 Feb 2004 12:51:08 -0700, Maxim Tugai <[EMAIL PROTECTED]> a
écrit:
Hello all!
I have troubles with Linux Java3D. I'm creati
Maxim Tugai wrote:
I have troubles with Linux Java3D. I'm creating a program using Java3D, on
Windows 200 it has 400-450 FPS performance (I measure it with slightly
modified Canvas3D with rewrited postSwap()). But under Linux this program
shows only 20-30 FPS :(). Why?
Since monitors cannot refres
Hello all!
I have troubles with Linux Java3D. I'm creating a program using Java3D, on
Windows 200 it has 400-450 FPS performance (I measure it with slightly
modified Canvas3D with rewrited postSwap()). But under Linux this program
shows only 20-30 FPS :(). Why?
My configuration: Mandrake Linux 9.0,
o?
Best regards
Fredrik
-Ursprungligt meddelande-
FrÃn: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Michael Pfeiffer
Skickat: den 15 december 2003 09:37
Till: [EMAIL PROTECTED]
Ãmne: Re: [JAVA3D] Performance loss with 3DS-objects
Hi,
is it possible that your 3d-model uses ve
ssion list for Java 3D API
[mailto:[EMAIL PROTECTED] Michael Pfeiffer
Skickat: den 15 december 2003 09:37
Till: [EMAIL PROTECTED]
Ämne: Re: [JAVA3D] Performance loss with 3DS-objects
Hi,
is it possible that your 3d-model uses very much polygons?
3D-modelers create their objects by default with
Hi,
is it possible that your 3d-model uses very much polygons?
3D-modelers create their objects by default with more polygons than
necessary to make further editing easier (e.g. a cylinder would be
possible with a resolution of 1 in its height, this kind of software
creates them with more). That
Hello!
I experience a great performance loss with the rendering when I add a object
from a 3DS-file.
I have add it both with texture and with out texture and it is still the
same.
I have developed a pretty big landscape and when I move around the camera
everything works fine. But when the 3DS-ob
Hi Auguste,
thanks for your answer. I have already made the changes that
you suggest me. But the problem that im having is only whith
this command:
ctx.ReadRaster(ras);
only this commmand takes 200ms. If i dont use this command
and make one measurement of the time i can make everything in
30ms.
In my experience, when reading the image data like you have done in this
method, the object creation is insignificant compared to the readRaster
call. Generally I think, reading the image data from the graphics card
is going to be very slow.
Sean
On Thu, 2003-10-02 at 04:30, Auguste Genovesio wro
actually this is the same for ImageComponent and Raster so the only
thing wich should stay - INSIDE - the method should be
SendImage(ctx.readRaster(ras));
the rest is OUTSIDE, once for all.
tiagoscalheiros wrote:
Hi,
I have rewrited the postswap() of a canvas 3d to collect a
bufferedImage of
I don't know that much in Java3D but in the point of view of image
processing
i would suggest that, if you don't need to keep the images after but
need to get it one by one, you should create 1 (Buffered)image once for all.
Each time you collect the canvas3D in the case you showed, you create a
new
Hi,
I have rewrited the postswap() of a canvas 3d to collect a
bufferedImage of the scenario and then sent it to another
aplication.
The program is working but im having a problem with the
performance:
I discovered that the method readRaster(Raster r) from
graphicsContext3d takes 200ms in Suse Li
Hi,
I too have found that by default linux does software rendering. In my case
(SiS650 integrated graphics) it was a case of downloading my SiS driver and
downloading the latest version of Mesa - recompiling and installing. The
other advantage of upgrading Mesa was that I went from OpenGL 1.2 to
Thank for the replys.
I install nvidia drivers as described and I have good HW acceleration
and OpenGL 1.4 ;-)
Even my dot3 bumpmap and my spheremap texture demos works fine.
Just the very high polygon count models are slow.
I will try the new 4496 Detonator for LinuxIA32 and see what happens.
I
Hi,
I am testing some high polygon count models on Linux,
but I got low FPS. The FPS decreases inversely
proportional to number of polygons, i.e, a low polygon
CubeColor run at +500FPS, but a human model with +40k
polygons run at 8FPS.
This same human model run at ~40FPS in the same
machine but on
Following is an excerpt from nvidia's installation note. Maybe it helps...
If you forgot to modify the config file, you might still be running software
rendering.
__
(sec-03) EDITING YOUR XF86CONFIG FILE
Hi,
The default driver for NVidia cards on linux does software rendering.
You can download the latest driver from http://www.nvidia.com/. I have
seen huge performance improvements but along with this came a few bugs
(visual artifacts, problems with offscreen rendering, etc).
Regards,
Renoir
Aless
Arthur,
I was planning on doing the coarse-grained backface culling once, before
the graphics pipeline is even set up. Basically, I would start with an
indexed face geometry. And then store several sets of indices. Each set
of indices would represent the back face culled version of the original
Ian M Nieves wrote:
My thought is that the graphics card still has to transform ALL faces that
are sent to it, before it can determine which are back facing. And then
perhaps, by eliminating back facing faces, some processing is saved in
texturing, lighting, etc.
And to determine it yourself, you
Hello all,
I was wondering if someone might know the performance impact of culling
back facing faces BEFORE they are sent to the graphics card...
Normally, people just send their geometry to the graphics card, and the
graphics card can cull back facing faces... to improve performance for the
rest
: Sonntag, 30. März
2003 04:58An: [EMAIL PROTECTED]Betreff:
[JAVA3D] Java3d performance charactersitics
Hi
all,
I've been
benchmarking java3d to see if its suitable for a project on your average pc,
and I'm trying to understand the results.
4 Scenarios un
Hi David,
Every behavior with wakeupCriterionOnElapsedFrames(0) , as a FPS
counters and some interpolators, uses a kind of loop wich takes that
100% CPU. This is low priority thread, so others tasks are not affected.
This kind of behaviors seens also to force a high number of FPS, even
when is n
Title: Message
Hi
all,
I've been
benchmarking java3d to see if its suitable for a project on your average pc, and
I'm trying to understand the results.
4 Scenarios under
1.3.1beta OGL:
1 - Create 8
texture mapped spheres of step 128 and give jvm 100% cpu - result is
72fps.
2 - Create
> Date: Tue, 11 Feb 2003 12:41:53 +0530
> From: Anirban Bhadore <[EMAIL PROTECTED]>
>
> > This sort of progressive refinement scheme can be very effective with
> > immediate mode rendering API's when facing bottlenecks in the actual
> > rendering speed.
> I tried immediate mode rendering. Could no
heers,
Florin
-Ursprüngliche Nachricht-
Von: Anirban Bhadore [mailto:[EMAIL PROTECTED]]
Gesendet: Dienstag, 11. Februar 2003 08:12
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] Performance problem with live
scenegraph
> This sort of progressive refinement scheme can be very eff
> This sort of progressive refinement scheme can be very effective with
immediate
> mode rendering API's when facing bottlenecks in the actual rendering
speed.
> It's less effective with scene graphs, depending upon their complexity,
because
> the structure update time can be significant compared w
> Date: Mon, 10 Feb 2003 15:59:43 +0530
> From: Anirban Bhadore <[EMAIL PROTECTED]>
>
> "I need to update 3 times" - this means in the life time of the scene.
> Initially while creating the scene I have some coarser geometries, which I
> want to load and show because that helps me in showing the f
> Date: Sun, 9 Feb 2003 23:24:07 -0700
> From: Anirban Bhadore <[EMAIL PROTECTED]>
>
> So as it looks like manipulation of a live scene graph has a major
> performance problem. Am I missing something? Any suggestions? How the game
> writers are handling these scenarios in Java3d?
If you must updat
!
- Anir
- Original Message -
From: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 10, 2003 2:37 PM
Subject: [JAVA3D] AW: [JAVA3D] Performance problem with live scenegraph
> What do you mean "I need to update 3 times" ?
e old one invisible. Now you can take your time to detach the old
geometry. By geometry I mean a complete branch group.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Anirban Bhadore [mailto:[EMAIL PROTECTED]]
Gesendet: Montag, 10. Februar 2003 07:24
An: [EMAIL PROTECTED]
Betreff: [JA
Hi guys,
I have performance problem with editing a live scenegraph. The problem is described
below.
Problem : I have 2000 shape3d nodes which I need to update three times in the scene.
Approach 1 : I creat a new BranchGroup along with Shape3D and a new Geometry object
and "add"( rootBranchGrou
Xuedong Din (IT) wrote:
Hi, can someone who knows J3D inside shed some light on my questions?
Thanks in advance.
I'm developing a 3D dynamic application based on Pure Immediate Mode.
I first draw about 5000 triangles on GraphicsContext3D and then swap
the corresponding Canvas3D. The "draw" acti
Title: Performance for Pure Immediate Mode applications
Hi, can someone who knows J3D inside shed some light on my questions? Thanks in advance.
I'm developing a 3D dynamic application based on Pure Immediate Mode. I first draw about 5000 triangles on GraphicsContext3D and then swap the co
lightspeed. Otherwise it will run just as a ordinary
code, not fully optimized, becouse it is not needed optimizations ;-).
Alessandro
From: "Michael P. McCutcheon"
Subject: [JAVA3D] Alma bench and it effects on Java3D performance
If you goto:
http://www.coyotegulch.com/reviews/
tspot to optimize it,
and then it will run at lightspeed. Otherwise it will run just as a ordinary
code, not fully optimized, becouse it is not needed optimizations ;-).
Alessandro
From: "Michael P. McCutcheon"
Subject: [JAVA3D] Alma bench and it effects on Java3D performance
If you goto:
http://www.coyotegulch.com/reviews/almabench.html
You will see a math benchmark where the latest offering from Sun,
1.4.1_01, gets absolutly slaughtered by 1.3.1_06. Runtimes for 1.4 are
TWICE that of 1.3.
Surely this has got to effect the performance of Java3D, since it does
so mu
Hi,
I am using detach() method and removeChild() method of a branchgroup
extensively,both the methods are taking lot of time to execute.Which method
is more optimal ?. Any other alternative for the above methods.
Thanks,
Raju
===
Hi Alex,
if you can group the objects you want to switch off in your scene i
recommend to use a SwitchGroup. i can imagine that this also prevents
the objects from being transformed when a transformation above the
SwitchGroup happens.
cheers,
Karsten
Alex Hew wrote:
> How many times will performance be increased when I set objects that are
> not viewable to transparent? Or would the performance be better if I
> totally detach them from my branchgroup and attach them when required.
Setting them to be transparent would actually slow your appli
Hi
all,How many times will performance be increased when I set objects that
are not viewable to transparent? Or would the performance be better if I totally
detach them from my branchgroup and attach them when required.Thanks in
advance.-Alex-
Brad Christiansen wrote:
> My question is, is there any performance hit when you specify CULL_FRONT instead of
>the default CULL_BACK. Related to this, do
> you get a major performance hit by specifying CULL_NONE?
CULL_FRONT and CULL_BACK should work exactly the same performance-wise.
With CUL
Hi,
I have a related question, it seems that if you wanted to show the 'back face' of some
polygons, you have too options, reverse
the winding of your polygon definitions (which may involve recreating/indexing you
geometry) or you could use
PolygonAttributes.CULL_FRONT.
My question is, is ther
This effect has nothing to do with the JVM. It is just the operating system
that caches JRE files and your application's jars in memory, so next time
they are loaded from the disk cache, which is much faster.
To prove this, run your application once, then run some other program that
reads huge am
Ravi Goel wrote:
> Hi everybody,
>
> When we run our application for the First time, then the application seems
> to take longer time when compared to the second, third or subsequent times.
> This happens not only with our application but even with the Java Examples.
>
> So can anybody tell us, wh
Hi everybody,
When we run our application for the First time, then the application seems
to take longer time when compared to the second, third or subsequent times.
This happens not only with our application but even with the Java Examples.
So can anybody tell us, what does the JVM do when the A
Jason Taylor wrote:
> I know that having a single PointArray with 300 points is more efficient then 300 of
>them with 1 point but I need the stars to switch LOD independent of each other and
>there's four different colours.
Still, it will probably be better to use single PointArray. Use verte
Morning all,
I've been looking at improving the performance of my old project as it looks like we
may be needing the code again for the next version of my friends PBeM game.
The basic context of the 3D components is to visualise information gathered on the
galaxy around you to aide your strate
uot;Kelvin Chung" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, July 17, 2002 10:32 AM
Subject: Re: [JAVA3D] Performance Experience
> >
> >I am using Java 3d 1.2.1, OpenGL version; all of the quads are used to
> >create
> >solid 3d shapes
>
>I am using Java 3d 1.2.1, OpenGL version; all of the quads are used to
>create
>solid 3d shapes, in POLYGON_FILL mode, with CULL_NONE ( I set this
>for the Appearance which is then used for all shapes) - without this the
>look
>is terrible - colors are off and shading is incorrect.
>
>I calcula
Thanks!
- Original Message -
From: "Alessandro Borges" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 6:01 AM
Subject: Re: [JAVA3D] Performance Experience
> From: "Zoran Krunic" <[EMAIL PROTECTED]>
> > Hi There,
look for further
improvements.
- Original Message -
From: "Alessandro Borges" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 10:24 AM
Subject: Re: [JAVA3D] Performance Experience
> From: "Zoran Krunic" <[EMAIL PROTECTED
OpenGL, 1.2.1.
- Original Message -
From: "Jeremy Booth" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 8:21 AM
Subject: Re: [JAVA3D] Performance Experience
> Zoran Krunic wrote:
> > Thanks!
> >
>
>
>
>
.
Thanks!
Zoran
- Original Message -
From: "Kelvin Chung" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Cc: <[EMAIL PROTECTED]>
Sent: Tuesday, July 16, 2002 11:28 AM
Subject: Re: [JAVA3D] Performance Experience
>
> >Date: Tue, 16 Jul 2002 08:08:4
>Date: Tue, 16 Jul 2002 08:08:41 -0700
>From: Zoran Krunic <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Performance Experience
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>X-MIMEOLE: Produced By Microsoft MimeOLE V5.50.4807.1700
>Content-transfer-encoding: 8BIT
>X-
From: "Zoran Krunic" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Subject: Re: [JAVA3D] Performance Experience
> After searching through the old emails and FAQs I found the
> "java -Dj3d.debug=true" which I added to the
> command line - but I still do
Zoran Krunic wrote:
> Thanks!
>
My scene has some 5000 quads (not
> triangles)
>
> Thanks,
>
>
> Zoran
>
Are you using the directX version of java 3d or the openGL version?
Jeremy
===
To unsubscribe, send email to [EM
July 16, 2002 8:08 AM
Subject: Re: [JAVA3D] Performance Experience
> Thanks!
>
> Last night I tried similar code that I got from another member, with some
> mods. Looks
> similar to this one though. I am getting about 10 FPS - way low for the
> hardware I just installed -
> DELL
ent: Tuesday, July 16, 2002 6:01 AM
Subject: Re: [JAVA3D] Performance Experience
> From: "Zoran Krunic" <[EMAIL PROTECTED]>
> > Hi There,
> > Is there a way to get FPS measurements with j3D 1.2.1 ?
> > Thanks,
> > Zoran
>
> There is a generic way
From: "Zoran Krunic" <[EMAIL PROTECTED]>
> Hi There,
> Is there a way to get FPS measurements with j3D 1.2.1 ?
> Thanks,
> Zoran
There is a generic way to count FPS: see below.
May work with any version of Java3D.
I dont remember the name of the author, but I like to say a
big Thank You to him/he
Title: RE: [JAVA3D] Performance Experience
Thanks! I'll try it today.
- Original Message -
From:
Smith,
Daniel
To: [EMAIL PROTECTED]
Sent: Monday, July 15, 2002 8:44 AM
Subject: Re: [JAVA3D] Performance
Experience
Add this as a custom behavior:
i
Title: RE: [JAVA3D] Performance Experience
Add this as a custom behavior:
import java.util.*;
import javax.media.j3d.*;
/** A behavior to calculate the framerate (number of Frames Per Second)
*
* @author Corysia Taware [EMAIL PROTECTED]
* @version $Revision$
*/
public final class
Hi There,
Is there a way to get FPS measurements with j3D 1.2.1 ?
Thanks,
Zoran
- Original Message -
From: "Chien Yang" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 21, 2002 10:47 AM
Subject: Re: [JAVA3D] Performance Experience
In Java 3D 1.3
Title: RE: [JAVA3D] Performance question
Thanks. I will need to check to see what of the new
graphics cards are compatible with the motherboard in that PC.
Thanks!
- Original Message -
From:
Mauricio
Vives
To: [EMAIL PROTECTED]
Sent: Monday, June 24, 2002 12:31
Title: RE: [JAVA3D] Performance question
Zoran,
Try spending about $100 on a new graphics card (such as one based on the GeForce2 Ti chipset) and you should see much better results. If that still isn't enough, then try upgrading the CPU / memory.
The graphics card you have is very ol
Hello there,
I have complex 3D object with
about 10,000 quads, no textures - actually the series of
objects, about 20 quads each.
Currently it is running 500 MHz DELL with 280 MB ram and
Revolution 3D graphics card
( from Number Nine technology) - about 2-3 years
old car
Title: RE: [JAVA3D] Performance Experience
> Can anyone give me a run down of how a vid. cards memory is used?
> For example, a Geforece4 has 128 meg memory. How is this memory used? Is
> it shared between the framebuffer geometry and textures, is it just used
> for for textur
; >
> > Wow, so how do you avoid having your scenes look repetituve and bland?
> > Multitexturing? I thought that would be worse than what I'm doing.
> >
> > - Original Message -
> > From: "John Wright" <[EMAIL PROTECTED]>
> > To:
s look repetituve and bland?
> Multitexturing? I thought that would be worse than what I'm doing.
>
> - Original Message -
> From: "John Wright" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, June 22, 2002 1:03 PM
> Subje
>
> > - Original Message -
> > From: "John Wright" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Saturday, June 22, 2002 6:13 AM
> > Subject: Re: [JAVA3D] Performance Experience
> >
> > > Chad,
> > >
> &g
eeps the textures uncompressed. How can I figure out how much
> vid memory is used? Is there a utility that can access the system and give
> me some numbers?
>
> - Original Message -
> From: "John Wright" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
>
give
me some numbers?
- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 22, 2002 6:13 AM
Subject: Re: [JAVA3D] Performance Experience
> Chad,
>
> If you don't think you have "too much t
Chad,
If you don't think you have "too much textures" take the time to
calculate out just how much memory they are all taking. You might
surprise yourself. A single "full color" (32 bit color) 512x512 image
takes 1 Meg. Slam just a few dozen of those around and you're seriously
straining even
I don't think I have too much geometery or textures (but then again, what is
too much?)... my thought now becomes that maybe I'm using poor image formats
for my textures.
How should I figure out (aside from trying them all ;) ) optimal
settings/formats/compression for the images?
Chad Zalkin
==
Reducer's tool.
* look for "hot points" in your code, (not easy in
Java3D), places where your app spend more CPU cicles.
That is.
Alessandro Borge
- Original Message -
From:
Chad Zalkin
To: [EMAIL PROTECTED]
Sent: Thursday, June 20, 2002 11:46
PM
S
ddChild(fpsCounter);
FPSCounter is our prefer method of measuring frame rate. Any comment
and suggestion to improve FPSCounter will be greatly appreciated.
- Chien Yang.
Java 3D Team.
> Date: Fri, 21 Jun 2002 13:18:46 -0400
> From: Lan Wu-Cavener <[EMAIL PROTECT
.
Java 3D Team.
> Date: Fri, 21 Jun 2002 13:18:46 -0400
> From: Lan Wu-Cavener <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] Performance Experience
> X-Sender: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]
> MIME-version: 1.0
> Content-transfer-encoding: quot
At 09:29 AM 6/21/2002 -0700, you wrote:
>Lan Wu-Cavener wrote:
>>your note reminded me of a question I had related to the performance. I was
>>running my j3d program on w2k. I found that adjusting the processes
>>priority through task management tool can change the j3d program
>>performance althou
> >
> > >-Original Message-
> > >From: Discussion list for Java 3D API
> > >[mailto:[EMAIL PROTECTED]] On Behalf Of Shawn Kendall
> > >Sent: Freitag, 21. Juni 2002 06:14
> > >To: [EMAIL PROTECTED]
> > >Subject: Re: [JAVA3D] Performance Expe
ge-
> >From: Discussion list for Java 3D API
> >[mailto:[EMAIL PROTECTED]] On Behalf Of Shawn Kendall
> >Sent: Freitag, 21. Juni 2002 06:14
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] Performance Experience
> >
> >
> >Chad Zalkin wrote:
> &g
Lan Wu-Cavener wrote:
> your note reminded me of a question I had related to the performance. I was
> running my j3d program on w2k. I found that adjusting the processes
> priority through task management tool can change the j3d program
> performance although it is not recommended to change the pr
d by J3D for java objects ?
>
>
> >-Original Message-
> >From: Discussion list for Java 3D API
> >[mailto:[EMAIL PROTECTED]] On Behalf Of Shawn Kendall
> >Sent: Freitag, 21. Juni 2002 06:14
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] Performance Experience
> >
As I understand it, sharing geometries will reduce memory use in both
main memory and the video card. So when applicable that is a good way
to save memory and still have a large scene.
However, this would need to be confirmed by A J3D team member. I may
be that it only saves memory on the video
Of Shawn Kendall
>Sent: Freitag, 21. Juni 2002 06:14
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Performance Experience
>
>
>Chad Zalkin wrote:
>
>> My application runs really slow with my current scene. When
>I removed
>> textures, I went from < 10 fps to ~3
Chad Zalkin wrote:
> My application runs really slow with my current scene. When I removed
> textures, I went from < 10 fps to ~30 fps. When I killed a lot of
> geometery but added some textures, I went to ~60 fps. That's with no
> atmospherics and no lights and no sound.
>
> My system sure s
My application runs really slow with my current
scene. When I removed textures, I went from < 10 fps to ~30
fps. When I killed a lot of geometery but added some textures, I
went to ~60 fps. That's with no
atmospherics and no lights and no sound.
My system sure should be able to handle
Hi
Does anybody have a benchmark for Java3D applications running on S3
Savage Card(NT4). I want to get some figures on the achieved fps vs
triangle count.
thanks
rishi
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Group-
I have placed a Canvas3D on a JFrame. Whenever I minimize the frame and
then maximize agian, the perfomance really goes down (frame rates). Does
anyone have an explaination for this?
Thank you
Zak Nixon
===
T
Bug: 4645320 for the bug report). I was told this
would be fixed in the beta2 release.
Sean
> -Original Message-
> From: Daniel Selman [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, March 10, 2002 4:50 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java3d performanc
er" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 5:31 PM
Subject: Re: [JAVA3D] Java3d performance
> > Here's a screenshot to show off what I've been able to do in a short
> amount
> > of time. These shots are a little dated
Scott,
I think you meant DAVID (Mr. Overlay) Yazel.
Sincerely,
Daniel Selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Scott Mobile
Sent: Sunday, March 10, 2002 3:29 PM
To: [EMAIL PROTECTED]
Subject: Re: Java3d performance
I
> Here's a screenshot to show off what I've been able to do in a short
amount
> of time. These shots are a little dated already, but they show signs of
> something coming together.
> http://vp2.onebigvillage.com/screens/tofutti.jpg
> http://vp2.onebigvillage.com/screens/biggroup1.jpg
Did anyone
canvas in the same window--overlays like yours are *much* more
professional.
Scott
OneBigVillage.com
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, March 10, 2002 1:50 AM
Subject: [JAVA3D] Java3d performance
> Hey ev
iel Selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of David Yazel
Sent: Sunday, March 10, 2002 12:50 AM
To: [EMAIL PROTECTED]
Subject: Java3d performance
Hey everyone!
We have been busily preparing for the game developer conference (only a wee
Hey everyone!
We have been busily preparing for the game developer conference (only a week
away now) and a lot of our work has been coming together at a furious rate.
I know there has been some question about Java3d performance compared to
other options. I was running some tests with our latest
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