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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