Never got a response on this, so I am reposting
> 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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