Hi,

   This bug

   4346786 - OutOfMemory error when generating 20,000 Box primitives

is fixed in next v1.2.1beta2 release. The Transform3D group in
the utility Box/Cone/Cylinder primitives is removed.

Thanks.

- Kelvin
--------------
Java 3D Team
Sun Microsystems Inc.

>X-Unix-From: [EMAIL PROTECTED]  Tue Nov 21 22:36:28 2000
>Date: Tue, 21 Nov 2000 22:07:26 -0800
>From: R Wang <[EMAIL PROTECTED]>
>Subject: [JAVA3D] How to handle a large number of objects? (Java3d sucks?)
>To: [EMAIL PROTECTED]
>
>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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