I'm modeling an (effectively) infinitely large surface by cleverly
stitching things into the scene graph ahead of them and whipping them
out behind as the user moves around. Works OK, except the memory
usage seems to grow monotonically until after a couple minutes java
barfs on out-of-memory. OK, I'm testing on an NT box with a (pathetically
wimpy these days, I guess) 96M, but *this sucks*. In particular since
I'm careful to handbuild my shapes for low polygon count and keep the
number of textures way down and so on. Put simply, it means
that the application cannot be used in the real world.
OK... I take subgraphs out with removeChild. I do have a lot of shared
Materials and suchlike nodeComponents, are the internal structures such
that the removed subgraphs might not get GC'ed if these are still in
play? Is there any body of experience on memory conservation in J3D?
Is it ever a good idea to call System.gc()?
Hmm... I do tend to place things by stacking up several transforms
rather than combining them, are transforms brutally expensive in memory?
-Tim
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