Hello ,
I have a similar problem with my 3D application.
I have an update method. During the update the scene will completly
raranged. So I decided to add new branchgroups with the current content
to the scene. I use a similar approach as described by Jon Barrilleaux
in his 3DUI book.
I can set my world to non live and than I overwrite my old variable with
a new instance (see _glyphs = new GlyphWorld()). However, it seems that
the old data will not disappear. With each update I will loose 6 - 12 MB
memory and after some operations I got a OutOfMemory error.
Deleting the locale or pushing the garbage collector has no influence.
Any ideas?
_world.setLive(false);
int numChildren = objWorld.numChildren();
// remove all existing childs from the scene
for (int i = 0; i < numChildren; i++) {
objWorld.removeChild(0);
}
_glyphs = new GlyphWorld();
objWorld.addChild(_glyphs);
_world.setLive(true);
With reagards
Frank Oellien
Mehrtash Babadi wrote:
> 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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