I currently have a set of data structures to 
manage the models in memory.  I generate the
necessary graphics data and setup J3D to display
them.  I can interactively manipulate the 
models in memory, and then update the graphics
accordingly.  This is all well and good but....

I started converting .OBJ files into my data
structure for displaying/editing and found that,
for example the galleon model, I could only import 
3-4 ships before I ate up all of my memory.

Each ship is composed of:
# of faces: 2384
# of edges: 4732
# of verts: 2372

~8000 entities and using guesstimates of the
sizes of my data structures, I get about 1.5MB
per model for my data structures.  

Now I generate for each face a TriangleArray for
shaded images and a LineArray for each edge for 
wireframe images, each stored on a shape node.  
Even if I double the size of my structures for 
each of these that would be:
   
    3MB + 3MB + 1.5MB ~= 8MB per model.

For 4 models this would be around 32MB.  However
I doubt that simple geometry arrays are eating that
much memory.  Nevertheless, I am out of memory.

So what can I do about it?

My application starts off with java.exe showing 
~20MB being used up.  When I load 1 galleon, it
jumps to ~60MB.  I load the next it jumps to ~85.

I am going to run OptimizeIt to see where my problems
really are.  But I know even if I reduced my memory
problems this way, I'm still going to have to face
up to using some sort of graphics database as a
back-end and then do LRU loading/cacheing/etc. But
I have no idea on how to design such a system.  
Any pointers to any references on this topic would 
be greatly appreciated.

Thanks for your time,
-DaveS

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