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 =========================================================================== 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".
