Posted by
philjord on
May 09, 2017; 1:39am
URL: https://forum.jogamp.org/Java3D-1-6-Web-Start-from-Mac-OS-X-to-Multi-OS-tp4037924p4037967.html
Bjorn,
Congratulations on your Quad2 release, it looks great.
I've had a play with that rat membrane you gave me, thanks, everything works well and is very easy to install and getting running. The application itself is fabulous, but obviously very technical and over my "first year biology" head.
I'd also like to thank you for putting the links back to Jogamp in, I'm hoping to slowly increase awareness of Java3D so those sorts of things help a lot.
Just a note, my webstart start stopped loading in the cm2 file, but I just ran the executable jar and everything worked, no idea what happened.
I notice that my running the executable jar allowed memory to go to 2Gb, and looking on the web
http://stackoverflow.com/questions/4667483/how-is-the-default-java-heap-size-determinedI see that as of 1.6u18 or so the old idea of a tiny Ram size isn't important any more.
However I would add that I used a simple system that works very well, the executable jar just runs up a tiny bootstrap java process that then invokes another java process with the command line parameters in it and exits. Although the -Xmx appears to be less important now I also used that bootstrapper to download updates and overwrite the main jar, and more importantly I used it to give the parameter
-Djava.ext.dirs=./none/
Which stops the mac OS from loading the old 1.5.2 java3d jars in ext.
If you do start to use the Java3D 1.7 look at j3dexamples for how to easily switch to the programmable pipeline.
This package is a good start point org.jdesktop.j3d.examples.gl2es2pipeline
The SimpleShaderAppearance will build most shaders for you, and can be used to see what the output of a given Appearance setup is in terms of shader.
Just using the gl2es2pipeline should give you a big performance boost.
If you want to really get performacne going well under take a look in /docs/perf_guide.txt
II - Performance in the API
There is some discussion about how to get the original retained mode performance out of Java3D, which was unfortunately broken in 1.5.2 just before public release. Java3D hasn't done scenegraph compiling since then, and if you can get it working it's incredible the difference in speed and memory usage.
Sweet Home 3D has a lot of great code in it, but note that the update system is once again hand rolled.
Thanks,
Phil.