I experienced problems with sharedgroups. This happens when the shared subgraph is 
complex. Then,
memory usage exploded, performance broke down.

For non-complex subgraphs, there is no big win. Due to that, I relied on cloneTree(), 
esp. for the
models coming out of John's 3DS loader :). At least I'd advice to keep an eye on it!

http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=4711657

- J

----- Original Message -----
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 03, 2004 10:20 PM
Subject: Re: [JAVA3D] cloneTree vs. SharedGroup/Link


> Alan,
>
> All in all Java 3D suffers from pretty bad "memory bloat".  We do use
> shared groups extensively in Pernica (creating dozens of copies of some
> fairly complex models - 4000+ vertices) and they seem "ok".
>
> - John Wright
> Starfire Research
>
> Alan Brockett wrote:
> >
> > Hi,
> >
> > I'm new to Java 3D and building an app that allows the user to create a
> > sequence of "scenes", each of which contain any number of props, such as
> > buildings, trees, vehicles.  The props will typically be VRML or OBJ, loaded
> > with one of the standard loaders.  Number of props per scene will be on the
> > order of 20-50.
> >
> > Many times a scene will be mostly a copy of a previous scene, e.g. same
> > buildings but with vehicles in different positions, maybe a few new ones.
> > So, it would be nice to not have multiple copies of the geometry in the
> > scenegraph.
> >
> > I've just finished reading all of the posts to this list on cloneTree and
> > SharedGroup.  Seems that SharedGroup had a significant performance/memory
> > bloat bug in 1.3, and many (but not all) responders recommended using
> > cloneTree instead.
> >
> > But there have been no posts for quite a while on this subject, so I'm
> > wondering what the latest (1.3.1) advice is regarding the use of
> > SharedGroups vs. cloneTree?
> >
> [EMAIL PROTECTED] and include in the body of the message "help".

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