When delivering points to a GeometryArray or one of it's subclasses does
the Java3D library make copies of this data if display lists are used
(when I say "copies" I don't mean the display lists I mean an
intermediate representation before the display lists are generated)? If
so, is there an interf
ula
KeohanSent: Wednesday, April 04, 2001 4:28 AMTo:
[EMAIL PROTECTED]Subject: Re: [JAVA3D] Memory usage.
Why?
Andrey,
How do you find out information like this? I've
created an application in Java 3D and I get out of memory exceptions. How do
you moniter how much memory
why it is so?YDJ> -Original
Message-YDJ> From: Andrey [mailto:[EMAIL PROTECTED]]YDJ>
Sent: Tuesday, April 03, 2001 12:10 PMYDJ> To: [EMAIL PROTECTED]YDJ>
Subject: [JAVA3D] Memory usage. Why?YDJ> Hi
everybody.YDJ> When create some textured object and then add th
00
> From: Andrey <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] Memory usage. Why?
> To: [EMAIL PROTECTED]
>
> Hello David,
>
> Tuesday, April 03, 2001, 7:29:48 PM, you wrote:
>
> YDJ> I believe that unless your texture is by reference Java3d creates a
> YDJ&g
01 12:10 PM
YDJ> To: [EMAIL PROTECTED]
YDJ> Subject: [JAVA3D] Memory usage. Why?
YDJ> Hi everybody.
YDJ> When create some textured object and then add then to Branch group, it
YDJ> takes
YDJ> about 10Mb. OK.
YDJ> But when I add a this BranchGroup to Universe, it takes in a
Yazel
-Original Message-
From: Andrey [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 03, 2001 12:10 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Memory usage. Why?
Hi everybody.
When create some textured object and then add then to Branch group, it
takes
about 10Mb. OK.
But when I add a
Hi everybody.
When create some textured object and then add then to Branch group, it takes
about 10Mb. OK.
But when I add a this BranchGroup to Universe, it takes in additional 8Mb.
So what does Java3D do when BranchGroup is adding to Universe to take so
much memory?
I got WindowsNT,RivaTNT2, j
I've been having alot of trouble with making my code memory efficient. I
have a "Main World" and load other "worlds" off of it. If I go through
all four of these "worlds" in one execution of my program I run out of
memory. I detach a main BranchGroup that contains each of these worlds,
so only one
I am using Java3D for some very large mesh data. e.g., one mesh with
500,000
triangles and the same number of vertices. When using float and
integer array in Java, the total size of these data is around 8MB (4
bytes for
each float and integer). Use those
data to build a scene graph and render it i