Perhaps rather than altering the existing Shape3D's or BranchGroups, try
adding your new or changed geometry with a Switch.  Then Switch to the new
geometry, and detach your old.  That works great for anmation, don't see why
it wouldn't work here.

Scott
Virtopia 3D
http://vp2.onebigvillage.com

----- Original Message -----
From: "Mehrtash Babadi" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 19, 2002 2:01 AM
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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>
>
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