Thats
very wierd... I know it is not helpful, but this does not happen to
us. I have had our client running for days in test mode where avatars run
from one end of the world and back again to test this sort of thing. Our
memory usage typically runs at 55mb to 90mb and sometimes a bit higher, so we
usually run with a max heap of 120mb. Having no stack trace on your crash
is a bit weird. There is only one condition I have ever seen that causes
this... and that is allocating an array more than the size of the memory you
have. Try adding a /gc command from the command line so you can manually
trigger GC. If you see your memory not reducing after doing a few GC's in
a row, then you probably have a leak, regardless of what OptimizeIt is
saying. I would first try to figure out which thread is crashing, since
that would narrow it down. Double check all your assumptions regarding
your memory usage to make sure you don't have an obvious leak somewhere.. like
caching textures, etc. The next thing to think about is a possible driver
issue... sometimes Java3d craps out if the driver it is talking to comes back
with an unexpected response.
Wish I
could be of more help.
Dave
Yazel
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- [JAVA3D] Memory problems in J3D App; No Stack Trace Ava... Scott Mobile
- Re: [JAVA3D] Memory problems in J3D App; No Stack ... Yazel, David J.
- Re: [JAVA3D] Memory problems in J3D App; No St... Scott Mobile
- Re: [JAVA3D] Memory problems in J3D App; N... Pasi Paasiala
- Re: [JAVA3D] Memory problems in J3D Ap... Daniel Selman
- Re: [JAVA3D] Memory problems in J... Scott Mobile
- Re: [JAVA3D] Memory problems in J3D App; N... Octavian Nasarimba
- Re: [JAVA3D] Memory problems in J3D App; No Stack ... Chien Yang