Michael, (and ALL)

AGAIN, ask yourself why you are using TransformGroups!?

You will only NEED a TransformGroup paired with your Shape3D for every
Shape3D that must be SIMULTANEOUSLY movable.  So if you only need to move
one Shape3D at a time, then you only need one transformGroup.

DONT just use a TG because you think you need to:
1) to place a non moving piece of geometry in the world at some particular
location
OR
2) to be able to move a piece of geometry at some point later

Programmers can get away with this bad practice in small scenes, but as
you have seen, this DOES NOT WORK as the scene complexity scales.

IT IS NOT a matter of trimming the size of the TG.  It is a matter of
knowing when to use a TG!  This simple decision will dave you VASTLY more
memory than simply making the TG 25% smaller and loosing functionality.

Ofcourse, this mail has not stated what the implications of doing away
with TGs are.  That has been stated in many of the previous/recent emails on
this topic.


Again, I want to take a moment to plug intelligent algorithmic solutions
to problems of large/complex scenes.  These are the long term solutions
that will last and be highly applicable, not the solutions that shave off
10% here and there at the cost of functionality, etc.


Sincerely,
Ian Nieves



On Wed, 26 Feb 2003, Michael Schnieders wrote:

> Hi
>
> I do what I can to share appearances, colors, geometries and so forth. The
> main problem I'm having is the memory footprint of TransformGroup/Shape3D
> objects. To create a complicated scene with ~10,000-100,000 objects is
> really memory intensive!
>
> Any thoughts on if it's possible for the Java3D team to reduce memory usage
> for these few classes?
>
> Take Care,
> Mike
>
>
>
>
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