Hello guys,
I've been playing around with java3d for 2 weeks and think it's a pretty cool thing 
until today. I was trying to build a scene of 128 x 128 simple boxes. I arranged each 
box with a new TransformGroup like this:

Transform3D trans = new Transform3D();
TransformGroup tg;
for (int i = 0; i < 128; i++)
    for (int j = 0; j < 128; j++) {
         trans.do_some_translations...
         tg = new TransformGroup(trans);
         tg.add_a_box_object...
    }

Was it the way that you guys did to construct such a scene? (I hope I was wrong.) but 
the rendering seemed to last forever until "out of memory" error showed up. Even if I 
used "java -mx256m xxxx" command, no good at all. I finally got the scene show up by 
reducing the number of objects to 30 x 30 ! ..and the rendering is way slow. If that 
was java3d supposed to be, it really SUCKS! By openGL on the same PC I can easily make 
that scene and even animate it. The rendering only takes a couple of seconds and I can 
run lots of other big programs at the same time, like Visual c++, matlab...
I don't know why java3d makes contructing objects so complicated...why do we need that 
memory-sucking transformgroup for every object?
I feel so disappointed tonight because of the poor performance of java3d. I spent lots 
of time during this two weeks learning java3d as I thought java3d can make that scene 
easily. (It's 3D tool, isn't it?). But now I feel desperate 'cause I've been working 
on this for two weeks and looks like I have to move back to openGL..I'm running out of 
time:-(

..so my question is; does someone have experience building a scene with large number 
of objects? How did you do that to avoid memory exhaustion

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to