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1  Java Game APIs & Engines / Java 3D / Re: Java3D & AWT on: 2003-02-25 15:06:51
Unfortunately that doesn't work! But I solved the problem with a little trick...
I used a heavyweight AWT Frame instead of the Swing JFrame, and I filled it with 2 AWT label. I used a lot of "*****......" to simulate a JProgressBar. I increment their number during loading, to make the Frame look dinamic.
This "Heavy Loading Frame" works good. But there's something strange.... I also tried to realize a JProgressBar with an AWT Canvas (heavyweight too).
In that case I got no update again adI  can't understand why.....
It works with Labels.......Why not with Canvas (or Graphics update, in general)?!?!?!?
2  Java Game APIs & Engines / Java 3D / Java3D & AWT on: 2003-02-21 19:28:40
Hi!
I built a JFrame with a JProgress bar to display "loading" advices while my Java3D application is building the SceneGraph.
Unfortunately I got no JFrame update til Java3D finishes its computations. The JFrame appears, but its content is not updated.
I tested the JFrame with other no Java3D applications and it worked fine.
Anyone can help?
Of course I tried calling repaint().....
Thanx
3  Java Game APIs & Engines / Java 3D / Re: Java3D & garbage collection on: 2003-02-19 12:22:08
I executed my program with the incremental GC on, but I got only little benefits.
I tried also to execute with "java verbose:gc ..." on and noticed leaks of 10-15 mb every time I rebuild my SceneGraph. Memory usage grows until java.lang.OutOfMemory!!!!
Yesterday I searched a lot and I found some evidence about leaks in :

 javax.media.j3d.Transform3D.<init>(Transform3D.java:87)
       
javax.media.j3d.SceneGraphPath.<init>(SceneGraphPath.java:61)
       

javax.media.j3d.Picking.getSceneGraphPath(Picking.java:362)
       

javax.media.j3d.Picking.pickAllSorted(Picking.java:88)
       
javax.media.j3d.Locale.pickAllSorted(Locale.java:599)
       
rob.kit.KitUtilities.pick(KitUtilities.java:64)

What do you think about these?
Oh...by the way. I use jdk1.4.1 and java3D1.3.1OGL
4  Java Game APIs & Engines / Java 3D / Re: Java3D & garbage collection on: 2003-02-18 13:04:48
Unfortunately I wasn't able to isolate the leak. I'm wondering if the problem is about BranchGroup detaching.
In fact I used to remove some animations by detaching their parent bg, and then I used to null-sign them to make them eligible for gc.
Maybe Java GC can't handle detached complex SceneGraphs?
As I told you I'm new in Java programming, and probably I'm wrong.
But I don't think Sun's  Vanilla GC is as smart as they say!
5  Game Development / Shared Code / Re: Code Request: 3ds loader/handler on: 2003-02-15 21:51:08
Try Starfire EXT 2.20!
It REALLY rocks!
You can find it at
http://www.mnstarfire.com/download/inspector3ds.html
It's fast and easy to use
Cya
6  Java Game APIs & Engines / Java 3D / Java3D & garbage collection on: 2003-02-15 21:46:43
Hello!
I'm developing an Italian Poker game in Java3D.
I'm new in Java2 and Java3D programming and I'm experiencing problems with memory.

In the game I build a SimpleUniverse with several BranchGroups which can be detached at runtime, each containing a lot of TransformGroups.
There's also a dedicated BranchGroup for Behaviors.
Each detached Branchgroup is eliminated immediately, calling the gc.

myDetachedBG = null;
System.runFinalization();
System.gc();

At the end of the game, I call

mySimpleUniverse.removeAllLocales();
System.runFinalization();
System.gc();

to free memory and start a new game.
Unfortunately only a small amount of memory is collected, and when I start the game again it begins to grow.
I don't think it's a problem of circular reference.

Can you help me?
Thanx and excuse me if my English is not so good.
Giuseppe
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