protected void simpleInitGame()
{
b[0] = new Box( "ass", new Vector3f(0, 0, 0), new Vector3f(1, 1, 1) );
//add and update model boundary
b[0].setModelBound( new BoundingSphere() );
b[0].updateModelBound();
//translate
b[0].setLocalTranslation( new Vector3f(0, 2, 0) );
Well, the JVM memory allocation is a pretty hard ceiling. Unlike the OS which can allocate more memory from the system, JVM just dumps when you reach that ceiling.
well, the scene graph are made up of spatials. They contain multiple things, one of which is buffer data that is sent to the graphics cards, there are other items required that aren’t used for straight rendering functions. Scene manangement and the like.
Read you question closer, and realized you were asking about something completely different.
Vector3f is an object that represents every vertex in a model. It’s a java object. These are used to build the buffers that’s sent to the card, but the objects are kept for other things not related to rendering.
I’m storing way too much information about the object.
I thought it was funny when I used values of 300, 300 for the tessellation I was getting around 10-20fps. XD
So if I were to not store the data in Java (only in vram) it would be alright (actually I would run out of VRAM and the program would crash anyway, I only have a 128MB card and if my system memory can’t hold it then there’s no chance my card could).