Thanks for the quick reply. I have also came to realize that the complexity
in the graph actually creates problems of all kinds. I have already started
thinking of simplifying the graph which seems to be a long activity on my
part. One of the problems I face is

- I need to provide functionality to user so that they can add /remove
different shapes/geometries at runtime, which makes use of branch groups
inevitable sometimes. one thing which is going through my mind is without
using detach/attach of branch groups I can use geometry updation, there are
problems with transforms once again.

- granular pickablity controls - for this I need to create lot many shapes
as j3d does not pick geometries, but shapes. j3d gives information about
what *geometry array* is picked, but if i have to really pick a *geometry*
in the geometry array i dont have any other option than writing my own pick
routines on top of j3d. for examples I would like to add all the point
geometries to a point array object and pick one point out of them and
highlight etc. simlilarly for LineArray and TraingleArray( strip/fan etc).
In case of points may be i can use PickIntersection and work with the
closest vertex, but in general these concept of picking geometry froma
geometry array is missing.


thanks
anirban

----- Original Message -----
From: "Florin Herinean" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 01, 2003 4:00 PM
Subject: [JAVA3D] AW: [JAVA3D] Destroying VirtualUniverse


> I've run across your problem in the past, and the only solution I was able
> to find was to reduce the complexity of the scenegraph. By carefully
> constructing your model, you can avoid a too refined scenegraph. Now I'm
> able to detach very complicated models in less than 1 sec, while before I
> needed more than 2 minutes. The reduction of complexity has lots of other
> advantages, for example the memory usage was now half of what was before
and
> the fps got a boost of more than 20%.
>
> Cheers,
>
> Florin
>
>
> -----Urspr�ngliche Nachricht-----
> Von: Anirban Bhadore [mailto:[EMAIL PROTECTED]
> Gesendet: Dienstag, 1. April 2003 12:27
> An: [EMAIL PROTECTED]
> Betreff: [JAVA3D] Destroying VirtualUniverse
>
>
> hi everyone,
>
> It looks like there is no way to dump an universe after use.
> VirtualUniverse.removeAllLocales() is generally used to get rid of the
> universe which in turn checks and detaches all the branch groups added to
> the locales, which takes lot of *time* if the scene graph is complicated
and
> large.
>
> I was wondering if there is a way to dump the universe without calling
these
> methods. I have a CAD model viewer application( SDI - single Document
> Interface viewer) where when I load the first model I creates the universe
> and scene graph as usual. But while loading the second model I want to get
> rid of the old scene graph as well as the universe and create afresh the
> same stuff for the second model. While deleting/destroying the universe I
am
> forced to spend lot of time in closing the first model as I have to call
> universe.removeAllLocales() etc, sometimes it takes around *3 mins* since
my
> scene graph has lot of branch groups and its quite complicated, even if
the
> scene creation took less than a minute. This actually makes the second
model
> loading very slow.
>
> I am not going to use the universe along with scene graph for the first
> model, so I want to get rid of that quickly before loading the second
model
> in the viewer.
>
> Does anybody have any solution or hint?
>
> thanks
> anirban
>
>
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