-----Urspr�ngliche Nachricht-----
Von: Dola Woolfe [mailto:[EMAIL PROTECTED]
Gesendet: Montag, 10. M�rz 2003 15:25
An: [EMAIL PROTECTED]
Betreff: [JAVA3D] J3d memory issues

... cut ...
> How come adding a branchgroup to the scene takes so much stack space?
... cut ...

That means only that you have quite a complex scenegraph. Since you do not
need a real-time rendering, you might want to consider using immediate mode
rendering, which can cut the memory usage by 90%.

>From my experience, if you have a relatively simple geometry, but a complex
scenegraph, 1000's of BranchGroups, TransformGroups & co, that may kill your
memory. I'm not very sure about that, but I think that j3d is attempting to
"flatten" your scenegraph in order to obtain the maximum performance. During
the flattening, j3d might create additional geometries, thus increasing the
memory usage. That side effect you can avoid using immediate mode rendering,
of course at the expense of the rendering time. But since you are creating
off-screen images, I suppose that shouldn't matter so much.

Cheers,

Florin

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