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






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