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This revision made May 02, 2011 16:10, by Ken

J3D Scene Graph Update Study

A test program that is useful in understanding the following 2 tables is kept in Issue 286.

Textures

The following describe image-based, scene graph update delays with respect to the rendering cycle:

  • 0 = Synchronized with other standard scene graph updates, such as transform change.
  • 1 = The update is one frame ahead of other standard scene graph updates. ( See also : Issue 284.)
  • X = The update toggle between two frames ahead and synchronized with standard scene graph updates. ( See also : Issue 286. )
  1. Texture2D by reference
  • New=0
  • Double Buffer=X
  • Triple Buffer=0
  1. Texture2D by copy: 'always 0'
  2. ImageComponent2D: 'same as Texture2D'
  3. BufferedImage: 'always 1'
  4. DataBuffer via updateDate: 'always 1'

Geometry

The following describe geometry-based, scene graph update delays with respect to the rendering cycle:

  • 0 = Synchronized with other standard scene graph updates, such as transform change.
  • 1 = The update is one frame ahead of other standard scene graph updates. ( See also : Issue 285.)
  1. setGeometry by ref=1
  2. setGeometry by copy=0
  3. setCoordinate by copy/ref/updateData=1
Difference compared to previous revision
=J3D Scene Graph Update Study= A test program that is useful in understanding the following 2 tables is kept in Issue 286. ==Textures== The following describe image-based, scene graph update delays with respect to the rendering cycle: * 0 = Synchronized with other standard scene graph updates, such as transform change. * 1 = The update is one frame ahead of other standard scene graph updates. ( See also : Issue 284.) * X = The update toggle between two frames ahead and synchronized with standard scene graph updates. ( See also : Issue 286. ) #Te=J3D Scene Graph Update Study= A test program that is useful in understanding the following 2 tables is kept in Issue 286. ===Texture2D by reference=== * New=0 * Double Buffer=X *Triple Buffer=0 ===xture2D by reference * New=0 * Double Buffer=X *Triple Buffer=0 #Texture2D by copy: 'always 0'=== ===Texture2D by copy: 'always 0' #ImageComponent2D: 'same as Texture2D'=== ===ImageComponent2D: 'same as Texture2D' #BufferedImage: 'always 1'=== ===BufferedImage: 'always 1' #DataBuffer via updateDate: 'always 1' ==Geometry== The following describe geometry-based, scene graph update delays with respect to the rendering cycle: * 0 = Synchronized with other standard scene graph updates, such as transform change. * 1 = The update is one frame ahead of other standard scene graph updates. ( See also : Issue 285.) #setGeometry by ref=1 #setGeometry by copy=0 #setCoordinate by copy/ref/updateData=1
 
 
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