See apidocs for javax.media.j3d.Canvas3D, javax.media.j3d.GraphicsContext3D
and the example app "PureImmediate" in the demo folder of your java3d
installation.

Now, if the scenegraph is *simple* as you say, with a "not so complicated"
geometry, there shouldn't be any high memory usage. Maybe what you see is
the residual footprint of your app. Maybe you're using highly compressed
textures which gets expanded into memory. Can you give us some figures of
what do you consider "so much *heap* space" ?

For example, in my app, a scenegraph 1 level deep, containing 166
branchgroups each with 1 transformgroup + 1 shape3d + 1 geometry, covering a
total of 150,000 vertexes, uses 18 MB memory in scenegraph mode. Considering
the residual memory footprint of my app of 26 MB, that makes a grand total
memory usage of 44 MB, not using any textures. What *is* your memory usage ?

Cheers,

Florin

-----Urspr�ngliche Nachricht-----
Von: Dola Woolfe [mailto:[EMAIL PROTECTED]
Gesendet: Sonntag, 30. M�rz 2003 23:37
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] J3d memory issues


Hi,

I'm ready to try this immediate mode rendering. I
couldn't find a description of how to do it in the
tutorial. Where can I look for examples of how to use
immediate mode?

(I actually have a very simple scene graph, and not
even a very complicated geometry.)

Thanks!

Dola

--- Florin Herinean <[EMAIL PROTECTED]> wrote:
> -----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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