I believe that unless your texture is by reference Java3d creates a
*retained* version (as it does for everything) For most things this copy is
not that expensive, but for geometry and textures it is *quite* expensive.
When I profile my application I see approx 40 percent of my memory being
stored in retained versions of my scenegraph. I can't really figure out why
it is necessary to do that. The problem is that if you use by-reference for
things, to save memory, you also pay a performance penalty because Java3d
starts sending things every frame and stop using display lists.
Dave Yazel
-----Original Message-----
From: Andrey [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 03, 2001 12:10 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Memory usage. Why?
Hi everybody.
When create some textured object and then add then to Branch group, it
takes
about 10Mb. OK.
But when I add a this BranchGroup to Universe, it takes in additional 8Mb.
So what does Java3D do when BranchGroup is adding to Universe to take so
much memory?
I got WindowsNT,RivaTNT2, jdk 1.2.1 with Java3D for OpenGL.
--
Best regards,
Andrey mailto:[EMAIL PROTECTED]
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