optimization - WPF 3D and Helix 3D toolkit graphics with ~500,000 triangles in one viewport- optimizing -


i new stack overflow , new 3d graphics programming. have been given task of creating app read in data (currently reading delimited text file, read data arrays) , graphically display data in 3d. data x,y,z coordinates read 3d scanner scanning logs. need show 3d representation of these logs on screen, 4 different angles. reading data 2-dimensional point3d array , using create 3d models in helixviewport3d. use nested loop check data points in array within x,z bounds- , if need create triangle out of data. once entire array passed through, add model3dgroup children of viewport:

topmodel.content = topgroup; this.mainviewport.children.add(topmodel); 

it takes 8 seconds take place , zooming,panning, rotating very slow data on screen (around 500,000 triangles). there ways improve performance of wpf 3d graphics? don't need able zoom/pan/rotate in finished app helpful debugging. final app same model shown statically 4 different ways, different sides. however, need able read in data , graphics display in 1-5 seconds. appreciated, , hope question clear!

edit: after doing more digging vertex buffering, need do. using way many points. if can point me literature on doing vertex/index buffering in c#, appreciated!

i have solved issue. input capt skyhawk! saying doubted wpf3d shortcoming helped me in right places. problem way wrote made every triangle it's own modelvisual3d!! re-wrote code contain 3 geometrymodel3d (sp?) objects, , triangles placed in meshgeometry3d , mesh used create model. made models render in < 0.1 seconds. have new issue- reason half of triangles showing in model in viewports. i'm not sure why, though may have many point3d points or many triangle indices in mesh.


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