Thanks Artur,

> number of objects there). Around 0.5 in compilation. Another 1s in
> adding stuff to universe. Around 0.5 in two runs of full gc after that

Ya! it takes hell of a time to add the compiled BranchGroup in the universe.
I saw the memory profile(in OptimizeIt) it shows that most of the objects
which are created are not in our control. Java3D creates them internally
like BoundingBox, ***Retained, Transform3D, etc. Is there a way to optimize
here?

> (I suppose that Sphere stuff creates a lot of temporary objects - you
> might want to use on of j3d.org spheres to reduce usage). And then
I saw the Sphere code in the repository but it seems this sphere doesn't
share the geometry, in that case it will eat up huge amount of memory for
each instance. Anyway I'll try this.

>
> There is no clear slowdown here. You could optimize some
> parts and gain
> maybe 10-50%,
Could you give me some pointers on optimization. I'm creating only one
Shape3D and using them with Link. The Tranform3D which is assigend is also
created only once.

> java3d take some time to initialize. After first initialization,
How to tackle this "first Initialization",if I increase the spheres to
20k(which is half the number I actually need) it gives me OutOfMemory error.

>
>             percent         live       alloc'ed  stack class
>    rank   self  accum    bytes objs   bytes objs trace name
>
>      94  0.11% 87.51%    20016    1 50080000 5000 10593
> javax.media.j3d.CachedTargets
>      95  0.11% 87.62%    20016    1 50079984 4999 10601

I never got this "CachedTargets" object in my profiler, can you tell me
which profiler are you using?


> these 10s where spend in gc. This is much. But something looks wrong
> here - is it possible for non-array object to take up 10-20k ?

I couldn't quite get it...what do you mean by non-array object.


Regards,
Nitin

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