>You must use millions of polygons and/or thousands of different 3D-objects
>when this memory leak affects your program that much. I know that there is
>such a bug but I had never _SO_ much problems with it also when I'm not
>able to call Universe.cleanup() because the same universe is reused again
>and again in my project. The only thing I do to prevent from it, is a
>manual destruction of all objects within a scenegraph.
>

Hmm.. No, Now I'm using test models, which are quite small. But memory leak
is big (I am using mandrake linux 9.0 with radeon 8500 and direct rendering).
Do not know, where is the reason.

>I wouldn't call this a bug, it sounds logically for me that this
>WakeupCriterion doesn't works with off-screen canvases because there isn't
>a real frame-flipping.

This is a bug, because even offscreen canvas has frames (though you must
render it manually, by invoking renderOffScreenBuffer() ). In addition, any
behavior that use this criterion, won't work in offscreen canvas, which is
too bad.

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