How have people dealt with the need to attach and detach branch groups
without causing memory issues?  I am not detecting any leaking, but I could
be missing  it.  But my memory runtime increases steadily up to 200mb over a
20 minute run.  Calling garbage collection might be the solution, but it
always causes a long pause, which isn't good.  There is in particular one
part where I am adding and removing single shapes with single associated
branchgroups on a fairly regular basis.  These shapes are the same except
for the texture and the geomety, all other attributes are the same.  Do you
think there is merit to creating a new class called ReusableDetachableShape
which has a method called Idle() which sets the geometry to null and the
texture to null.  This sits in a pool which I can pull from when I need to
add a new shape, where upon it sets the geometry and the texture and
re-attaches it to the scene.  This assumes that the constant construction
and nulling of the geometry object would not just cause the same problem I
have now, but to a lessor degree.

On a related note, are there currently any leaking bugs?  It used to be if a
shape shared any attributes with other shapes it was not freed, has this
been resolved?

This whole problem seems to be a big issue.  The scenegraph really lends
itself to fairly static environments.  If you need to make changes
frequently, seems like there is a fairly stiff penalty.

Dave Yazel
Cosm Development Team

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