> 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.

Just to give you an idea about the dimensions:

My biggest scene uses more than 500 Shape3Ds, every with at least one
BranchGroup and one TransformGroup (and of course some are textured).
With some additional Groups which organize the data that makes much
more than 1500 elements directly within the SceneGraph
(Tranfrom3D-objects, GeometryData and so on not counted). Of course
this scene needs some memory (and I had to increase the memory size the
JVM uses with the option -Xmx) but I can't say that there is a big
memory leak which makes working with such a scene impossible.

So I really don't know why you have that big problems.

> 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.

When you render off-screen, you have to switch the "frames" manually -
so where is the problem in triggering the related Behaviors manually
too? Thats what I did for an off-screen-scene.

Michael

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