Re: Java3D to Jogamp Ardor3D Continuation...
Posted by ThomasR on Nov 16, 2016; 4:50pm
URL: https://forum.jogamp.org/Java3D-to-Jogamp-Ardor3D-Continuation-tp4036855p4037423.html
Hi,
Andreas's example is very nice and will be a great help (thank you!), but it uses JoglSwingCanvas which is stated as being slower performance and having a bigger memory footprint so I think we need to use your JoglAwtCanvas, the Ardor3D equivalent to Java3d Canvas3D? I've always felt Java3D had good performance for our needs, but stability across platforms and memory footprint and leaks are a problem for us.
Do we need to manually control the Ardor canvas size and repaint when the containing JFrame is resized? The
examples I provided work differently if I interchange JoglSwingCanvas and JoglAwtCanvas, I just didn't expect that.
Tom