Otherwise, it will just do it in software, and that's where the slowdowns start. whereby it will use acceleration IF IT detects there is a suitable platform. you can be guaranteed that it's trying ot use hardware acceleration. ogl is a little more "primative" thatn Java3D, but because it is a bindings layer. it might be better to use JOGL - a java to openGL binding. chances are your problem is GPU bound in the sense that the bottlenecks are in your display logic.Ĭheck the state of Java3D's support for Mac hardware accelerated 3d graphics.
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