Question about java3D re rendering Speed and Concurrency issues.
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    Question about java3D re rendering Speed and Concurrency issues.

    If I wish to have internal 3D object motion and changes happening, such that a surface must be re rendered (like a rippling or changing surface), I would introduce Point and or Normal point data changes. I would then call NormalGenerator (or just replace the Shape3D node in question, since NormalGenerator apparently can get call automatically for you) again.

    I understand I can to set the relevant write capabilities and optimize using the .compile() function before replacement to the correct BranchGroup, or perhaps entertain skipping this for drawing speed.

    -Will a Transform3D change a surface or 3d shape after rendering, or must one fully re render again with another application of the NormalGenerator?

    -If doing multiple changes or re renders at observation (result) speed, will this process slow down if done in sequence on one thread (from the purpose of a sequence of changes to produce movement for an animation)?

    -Should each recompute be on its on new Thread or Runnable, such that each and all are simply allocated to run() and all sent to memory at once, as multiple threads, and simply held in sequence and exchanged on the appropriate BranchGroup?

    -Would such a slow down be a processing/ hardware throughput concern, or one restricted by memory access, particularly?
    Last edited by Zachary1234; July 22nd, 2013 at 12:55 AM.

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