My project involves drawing over 25000 polygons, each as individual objects
to facillitate picking and individual coloring. Right now it takes around
150Mb to run, but as J3D evolves, the tools are there to make the app use
much less memory. The main problem is the lack of "how-to" books. The best
one is on the SUN website as the tutorial, but it's getting a little stale.
Try to keep the inflamatory remarks down. There are people who work on J3D
for a living, and put their heart and soul into it.
> -----Original Message-----
> From: R Wang [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, November 22, 2000 1:07 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] How to handle a large number of objects? (Java3d
> sucks?)
>
>
> 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
>
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