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!!! > > > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".