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I have a terrain engine that dynamically loads and
detaches patches (class TerrainBlock) of terrain as a player walks
along...
In managing these patches of terrain, every so
often I do a .getAllChildren() on the parent of the group.
If any blocks are out of the predefined
visible range, I drop them with a detach() and setting the object to null.
Is this the correct way to _completely_ remove branchgroups from both the
scenegraph and memory?
Also...
While the reporting number of valid objects is
returning exactly as I expect, there (49 in a case of a 7x7 group of patches),
there are thousands (!) of "terrainClickBehavior" objects
returning.
This behavior is added to the terrain patch parent
node, not each individual block that's added, so I don't understand why there
are so many... Perhaps J3D creates these behind the scenes to handle
behaviors on each node added. Anyone know the answer for
this?
This makes me wonder, also, if getAllChildren is
the best way to iterate through large lists of nodes... any
suggestions?
Scott Smith
Virtopia 3D
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