-----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 ==========================================================================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".
