it is still the story that objects that you add to the scenegraph are copied
and not referenced in the current j3d api, therefore i would say that youre
procedure sounds like out-of-memory in all way, unless you use a limited
amount of reusable objects.
-----Urspr�ngliche Nachricht-----
Von: Tim Bray <[EMAIL PROTECTED]>
An: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Datum: Freitag, 24. September 1999 16:26
Betreff: [JAVA3D] Yow... this sucker burns memory
>I'm modeling an (effectively) infinitely large surface by cleverly
>stitching things into the scene graph ahead of them and whipping them
>out behind as the user moves around. Works OK, except the memory
>usage seems to grow monotonically until after a couple minutes java
>barfs on out-of-memory. OK, I'm testing on an NT box with a (pathetically
>wimpy these days, I guess) 96M, but *this sucks*. In particular since
>I'm careful to handbuild my shapes for low polygon count and keep the
>number of textures way down and so on. Put simply, it means
>that the application cannot be used in the real world.
>
>OK... I take subgraphs out with removeChild. I do have a lot of shared
>Materials and suchlike nodeComponents, are the internal structures such
>that the removed subgraphs might not get GC'ed if these are still in
>play? Is there any body of experience on memory conservation in J3D?
>Is it ever a good idea to call System.gc()?
>
>Hmm... I do tend to place things by stacking up several transforms
>rather than combining them, are transforms brutally expensive in memory?
>
> -Tim
>
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