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Retained mode


Rendering of scenegraph elements automatic Basic collision detection support

Scenegraph compilation may optimize rendering Picking for geometry selection

Multiprocessor aware, multithreaded implementation Basic user interaction through Behavior model

Facilitates complex hierarchical animation and control applications Supports HMD and stereo display devices

Built−in support for multiple Views and multiple viewing locations OO nature of scenegraph facilitates future extension and reuse Built−in support for 3D spatial audio • Cons

Learning curve of learning a new scenegraph based API

Some performance penalties incurred related to scenegraph traversal Additional state and variable management for highly dynamic scenes Immediate mode


May make porting of existing OpenGL application easier Very little new code to learn for OpenGL developers

No scenegraph traversal overhead

May be able to implement application−specific rendering optimizations

Lower memory overhead and direct control of data structures used to control rendering • Cons

Increased application complexity

Application will often have to duplicate functionality already built into Java 3D Stereo displays must be supported manually

Third−party 3D object loaders (VRML, etc.) cannot be easily used