We also use shared groups to put in trees, boulders, etc, but we haven't
put all that many into a scene yet.  I've not noticed any specific
memory issues (Java 3D is a memory hog but we all know that).

Dave, how many trees do you have in a scene at any one moment?

- John

"Yazel, David J." wrote:
>
> We have 100's of thousands of trees without a memory issue.  We use shared
> groups and links for all trees, boulders and other objects throughout the
> world.  We have not seen an explosion of memory, but at the same time we use
> a spatial grid for managing all the objects and are constantly reusing what
> we call PositionedNodes (TG -> BG -> Link -> SG) over and over again.  So as
> we move through the world trees are removed from behind us and placed in
> front of us in the correct size and orientation.  We keep pooled caches of
> these positioned builders.  When a PositionedBuilder is triggered to build a
> world object from within the spatial grid, it calculates the LOD and asks
> the contractor for a PositionedBuilder.  It checks the pool and if such an
> instance of that tree at that LOD level is available for reuse it gets
> returned and inserted into the scene.  If it doesn't exist then it creates a
> new new PositionedNode by asking the PositionedBuilder for the Carpenter and
> then requests a Node.  This Node is almost always a link to a shared group,
> but that is up to the implementation of the Carpenter.  We use an imposter
> system to show trees at a distance, but each tree imposter is just part of
> one huge geometry array that we update on every frame, not its own seperate
> instance.
>
> Dave
>
> -----Original Message-----
> From: Joerg 'Herkules' Plewe [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 02, 2002 4:06 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Trouble with Link/SharedGroup - is it a Java3D
> bug??
>
> Hm, nobody seems to be interested in this topic. Does someone here actually
> USE SharedGroups?
>
> If not, how do you distribute e.g. thousends of trees on a terrain? Cloning?
> I think cloning might be good as long as the object in question consists of
> a single group. But in case it's more complex....
>
> Additionally, the behavior I observer looks slightly like a bug. I could
> provide an example program if somebody wants me to.
>
> Is there any additionaly information in Links/SharedGroups?
>
> ----- Original Message -----
> From: "Joerg 'Herkules' Plewe" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, June 29, 2002 5:40 PM
> Subject: [JAVA3D] Trouble with Link/SharedGroup
>
> > Hi All!
> >
> > I have some difficulty understanding the behavior of a Link/SharedGroup
> > construct in the scenegraph.
> > I need to deploy lots of identical objects to a scene (e.g. tanks,
> soldiers)
> > and thought that placing the object into a SharedGroup and using it with
> > combinations of TransformGroup and Link nodes.
> > This should save a lot of memory. Now, trying it, memory consumption
> > EXPLODED!!!
> >
>
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