Hi All!

My task is to render some independent scenes one-by-one.
At one moment I need only one Canvas3D.

Now I use such scheme:

====
    ...
    SimpleUniverse universe;
    List geometries = new ArrayList();

    public void reset() {
        geometries = new ArrayList();
        universe.removeAllLocales();
        universe = null;
        scenePanel.removeAll();
    }

    public void update() {
        final GraphicsConfiguration graphicsConfiguration =
SimpleUniverse.getPreferredConfiguration();
        final Canvas3D canvas3D = new Canvas3D(graphicsConfiguration);

        OrbitBehavior orbit = new OrbitBehavior(canvas3D,
OrbitBehavior.REVERSE_ALL);
        Bounds bounds = new BoundingBox(new Point3d(-100, -100, -100),
new Point3d(100, 100, 100));
        orbit.setSchedulingBounds(bounds);

        ViewingPlatform viewingPlatform = universe.getViewingPlatform();
        viewingPlatform.setNominalViewingTransform();
        viewingPlatform.setViewPlatformBehavior(orbit);

        BranchGroup scene = createScene(geometries);

        Background background = new Background(new
Color3f(sceneBackground));
        background.setApplicationBounds(bounds);
        scene.addChild(background);

        universe = new SimpleUniverse(canvas3D);
        universe.addBranchGraph(scene);

        scenePanel.removeAll();
        scenePanel.add(canvas3D, BorderLayout.CENTER);
        scenePanel.revalidate();

    }
    ...
====

But memory leaks!
It seems that _ALL_ consumed memory isn't freed.
2 scenes rendering (create 1st scene, remove it, then create 2nd scene)
requires TWICE(!) more memory.
3 scenes rendering takes 3x more memory and so on.

What's the problem?
Where is lost implicit reference?

--
Stanislav Mironov

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