I've seen this, but to a lesser degree.  I've also seen cases where while
transforming a live branchgroup, the child geometry will flash, for one
frame, at the origin.  It's bad enough, that in my project, I don't allow
the origin to be reachable space (covered it with terrain).  I haven't
tested to see if it's better or worse with compiled vs. non-compiled
scenegraphs.

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

----- Original Message -----
From: "Frank Oellien" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, March 19, 2002 6:48 AM
Subject: Re: [JAVA3D] Poor performance, Memory leak, any trick? ;)


> 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
> >
> >
> >__________________________________________________
> >Do You Yahoo!?
> >Yahoo! Sports - live college hoops coverage
> >http://sports.yahoo.com/
> >
>
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> >
>
> --
> Computer-Chemie-Centrum and Institute of Organic Chemistry
> University of Erlangen-Nuremberg
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> Tel (+49)-(0)9131-85-26579  Fax (+49)-(0)9131-85-26566
> email: [EMAIL PROTECTED]
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>        http://www2.chemie.uni-erlangen.de/ChemVis/
>
>
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