I got it, and I would like to share my experience with however is interested. My problem was that I had a set of textures which I was changing its images constantly during execution, but the way I was doing it is by recregreating the buffered image, the writable rasterizer etc etc etc and reapplying them to the textures. My logic says, that this would replace the previous things and the garbage collector would release the resources. But surprise! it did not so "Out of memory" occurred. But I noticed something strange, if I let the application running without changing the textures after some time, I was able to continue changing them but I had to stop and let the application "rest" so I could continue changing the textures without running out of memory. So I think there should be some low level thread that would be releasing the resources and that it would only run only when there was nothing else to process. So, my second step was to explicitly invoke the garbage collector, but another surprise, I still had to let the application "rest" before continuing changing textures. This makes me think that the release of resources is happening some level in the DirectX rather than in the virtual machine, or at least, there is no synchronization of these releases and the application code (because of the behavior explained above). So, to solve my problem I kept a reference to absolutely everything in the textures and modify their contents without regenerating the textures and replacing them. And it works.
If anyone has any comments, feel free to tell them.
This might relate to the following bug in J3D v1.3 release :
4748837 Memory leak when new texture is set in Appearance
which is fixed in v1.3.1 beta1.
- Kelvin --------------- Java 3D Team Sun Microsystems Inc.
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