Dean,

I would work out which node types you are interested in using and then run JAD 
(decompiler) on those class files from the Java 3D JAR file.

You can then roughly total up the fields in each Node of the various types.

I have to say though that this is unlikely to be very worthwhile... You should bear in 
mind that the JVM will probably take over 20 MB before Java 3D even gets involved. 
Counting bytes in Nodes is unlikely to be a concern unless you are creating 
extraordinary large scene graphs, in which case overall performance may be a problem 
(i.e. render traversal etc.).

I would whip up a quick and dirty test app. that mimics your final app. to some extent 
and run some usability tests on that.

In my experience you should not even think about using Java 3D unless you have 64 MB 
and at least a 300 MHz processor. Generally the more memory the better. For any 
serious 3D an accelerated 3D card is a must.

The benchmark results posted on our site under the "News" heading may be useful in 
your evaluation.

Sincerely,

Daniel Selman

[EMAIL PROTECTED]
http://www.tornadolabs.com

> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Dean Iverson
> Sent: 31 August 1999 21:03
> To: [EMAIL PROTECTED]
> Subject: Node memory usage
>
>
> Hello all,
>
> Has anyone ever calculated (or has Sun ever released info on) the
> approximate or average memory usage of each node type?  I'm trying to do
> some rough memory estimations for scene graphs of various sizes and
> structures.
>
> Even a very rough average memory usage for all nodes would be
> helpful for a
> first order calculation.  Worst case numbers would be of most use if they
> exist.
>
> Thanks,
>
> Dean Iverson
>
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