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1  Game Development / Performance Tuning / Re: lots of triangles. on: 2005-05-02 16:00:06
Thanks for you replies.

Jeff you're absolutely right.

I am currently working on the datamodel part of a geoscience software, and the 2D/3D is the responsability of another person in my company... I was just wondering if I could avoid memory duplication using directbuffer in my Geometry class.

Probably a thing like discrete Level Of Details would be a good idea.

Thanks!
2  Game Development / Performance Tuning / Re: lots of triangles... on: 2005-05-01 12:24:01
>You are lost.

No i am not Tongue  

>Object oriented design doesn't mean to avoid arrays.

Yes it's true but one could admit that some implementations use arrays of indexes to refer to the geometry as a large array (geom[0][..]=xs, geom[1][..]=ys, geom[2][..]=zs) with only one class, others use Point3d objects with Triangles objects with... But the semantic is not the important point.

>You should know how much points you would have in >that program. In fact it might kill performance in any >design, if you'd not use VBO. (vertex buffer objects)

Ok, I know nothing about GL. I'll try to have a look at these vertex buffer objects. Thanks.

>You'd like to have a nice memory duplication in GFX card >memory, if not it will CRAWL.

In the GFX i can't avoid the memory duplication. But i guess GL is written in C and my program is in java. So without the use of nio.directbuffer i'll have Java part / C part memory duplication. But I guess GL bindings like lwjgl or jogl extensively use nio...
3  Game Development / Performance Tuning / lots of triangles... on: 2005-05-01 09:09:02
Hi all,

I need to 2D/3D display numerous samples (let's say 1,000,000 points) in a triangulated surface form. As it will kill performance to have an Object Oriented design, I guess I have no choice to use an Array Oriented design.

I found an interesting one from visad (at the moment I am not interesting in the algorithms):  http://www.ssec.wisc.edu/~dglo/docs/visad/Delaunay.html. The Delaunay class has public array fields: Tri, Vertices, Walk, Edges, numEdges, which is what I intended to do (more or less). You could find explanations of these fields from: http://my.unidata.ucar.edu/content/staff/russ/visad/msg01869.html

So, how would you do 3D representation of this class? Of course I don't want to build Triangle objects, as deal with million objects is far too much. Do you think I could use a low level OpenGL tool (lwjgl, jogl...) to do the representation?

Perhaps I could replace arrays of the Delaunay class by DirectBuffers in order to avoid memory duplication in the GL side??? And also use the jdk1.5 new feature annotations (but don't know how actually)Huh

Thanks a lot for all your upcoming advices (and sorry for my not so good English). I know there are some very competent guys around there.

andiqo
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