Vladimir Wrote :: >>>>> I came across an interesting problem: Java3D engine performance _HIGHLY_ depends on where, or in other words when, the Canvas3D instance is being created. A note: i do NOT use SimpleUniverse class and write all architecture (Canvas3D->VirutalUniverse->....) manually. Now, when Canvas3D instance is created _right_ before the output the peer starts, everything works fine. But as soon as i first create an instance, then some time passes (user makes some selections, etc) and only after that i add this instance to the component that is already displayable, that is make Canvas3D itself displayable, the problems begin - awfully poor performance. Setting Canvas3D instance to null and then constructing it again before making it displayable doesn't help at all. I almost sure that the problem is how GC collects Threads objects>>>>> Yes, I found this problem too, but I thought it was NT and my jit comp playing up. What I found was slightly different though. I found that if I created a Canvas3d/virtual universe in the Jframe constructor the performace of all my canvases increased. Setting this canvas to null and re-creating all canvases did retain the performance, but lost some memory. If I did not create this stub canvas during construction, I recieved a performance hit to all following canvases. Anyone out there have any comments , explanations? Thanks Young ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".