Hi,
My scene start to grow more and more big as i am developping it, when displaying on my computers i have a feeling that there might be something i am doing wrong as the CPU usage rise up to 100% directly.
However i don’t think i am using that much of drawing efforts, i made the count that my scene contains
more or less 2400 Quads, 50 triangles, 200 cylinders
30 disks, 18 torus and 4 spheres all textured
I do not think it is that terrible at all, but on a geforce 4 420Go with 32MB on a P4 machine the animation (moving with mouse and keyboard arrows) is not fluid anymore. But on my other stronger machine it is fluid but the CPU is 100% used.
My scene consits of differents buildings and for each the drawing method is put into a display list and only the display list is called at run time.
So i have a couple of question about whether there are some practice that should be avoided in display lists.
Is making "for " loops inside display lists something to avoid?
I tend to create java methods when there is some structure in the building is repeated. Then i call it that method as many times as i need to put this structure.
Is it something to avoid to do into the display lists?
if so is it better to change it into loops?
If you want a visual see to make an opinion of whether it look like heavy i can put the jar on some website for someone to try it.