I don't understand why you are updating the branchgroup during rendering.

If at all possible, leave the renderer alone.

Only change the BranchGroup when something in the scene (addition of a
molecule) changes.





-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Mehrtash Babadi
Sent: Tuesday, March 19, 2002 3:02 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Poor performance, Memory leak, any trick? ;)


 Dear members,

  Hi :)

  There's a while I've been developing a
  non-commercial molecule modelling software
  for java and I've used java3d API for the
  rendering jobs by now. There is a nasty hole
  in j3d and it is too annoying these days.
  On each iteration, I detach and attach a temporary
  BranchGroup to a parent group but it seems
  that the old branchgroup doesn't get disposed
  in anyways and the memory fills up in seconds.
  So, I tried to devide that temporary branchgroup
  into little branchgroups and update those sub
  groups but when I create a live instance of the
  temporary branchgroup, the subgroups only can add
  and remove branchgroups, no transformgroup and ...
  is accepted (I get sth like
  AccessRestrictionException) I've played with the
  capability bits enough and but it hasn't helped.
  So, I tried to update the Shape3D's of the sub
  groups... It worked but with a really poor
  performace and screen shuffle ups!
  Can I switch back to the old methods I mentioned
  with a trick? or can I improve the performance
  of Shape3D updates on display? (I tried to
  stop the renderer on the update sequence but it
  didn't work!)

  Any reply is too much appreciated!

  Sorry for the long mail,
  Sincerely,
  Mehrtash


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