Java代码(openGL)占用太多内存;导致应用程序停止工作

Java代码(openGL)占用太多内存;导致应用程序停止工作,java,performance,opengl,memory,jogl,Java,Performance,Opengl,Memory,Jogl,我在Java中运行openGL(JOGL1.0),每隔2分钟,就会出现 应用程序停止工作,窗口冻结: 在这里,您可以看到javaw.exe占用的空间超过1161536KB,我认为这不正常,对吗 那么这是什么原因呢 这里是代码的核心,即display()方法: Class Renderer { ... public Renderer () { this.addGLEventListener(this); addKeyLis

我在Java中运行openGL(JOGL1.0),每隔2分钟,就会出现 应用程序停止工作,窗口冻结:

在这里,您可以看到javaw.exe占用的空间超过1161536KB,我认为这不正常,对吗

那么这是什么原因呢

这里是代码的核心,即
display()
方法:

Class Renderer { ...



    public Renderer ()          
    {
        this.addGLEventListener(this);
        addKeyListener(this);
        addMouseListener(this);

        // put the agent in a specific location inside the room
        this.m_firstPersonLocation = new Point3D(750 , 200 , 5000);

        this.m_coordinate1 = new Point3D(1,0,0);
        this.m_coordinate2 = new Point3D(0,1,0);
        this.m_coordinate3 = new Point3D(0,0,1);
        this.m_center = new Point3D(0,0,0);

        m_angleX = m_angleY = m_angleZ = 0;
        m_xx = m_yy = m_zz = 0;

        // sides of the room

        this.m_sides  = ROOM_GREEN;
        this.m_ground = ROOM_BLUE;
        this.m_roof = ROOM_BLUE;

        this.m_insideCubes.add(STATIC_CUBE);
        this.m_insideCubes.add(STATIC_CUBE2);
        this.m_insideCubes.add(ROTATING_CUBE);
        this.m_insideCubes.add(ROTATING2);
        this.m_insideCubes.add(ROTATING3);
        this.m_insideCubes.add(ROTATING4);
        this.m_insideCubes.add(ROTATING5);
        this.m_insideCubes.add(ROTATING6);
        this.m_insideCubes.add(ROTATING7);
        this.m_insideCubes.add(ROTATING8);
        this.m_insideCubes.add(ROTATING9);
        this.m_insideCubes.add(ROTATING10);
    }




    @Override
    public void init (GLAutoDrawable gLDrawable) 
    {

        GL gl = gLDrawable.getGL(); // get the OpenGL graphics context
        gl.glEnable(GL.GL_TEXTURE_2D);        // get GL Utilities
        gl.glShadeModel(GL.GL_SMOOTH);
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glClearDepth(1.0f);
        gl.glEnable(GL.GL_DEPTH_TEST);
        gl.glDepthFunc(GL.GL_LEQUAL);
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
        gl.glShadeModel(GL.GL_SMOOTH); // blends colors nicely, and smoothes out lighting

        //  initiate texture

        gl.glEnable(GL.GL_TEXTURE_2D);
        String currentCubeImage = "";

        try 
        {  

            // create the actual room 
            m_cubicRoom = new Cube3D(ROOM_SIZE_X, ROOM_SIZE_Y, ROOM_SIZE_Z , m_sides, m_roof, m_ground);


            /**
             *  creating elements within the 3d-room 
             */

            for (int i = 0; i < NUMBER_OF_3D_SHAPES; ++i)
            {
                // create the elements within 

                currentCubeImage = m_insideCubes.get(i);
                m_cubes.add(new Cube3D(
                        CUBE_SIZE,
                        CUBE_SIZE,
                        CUBE_SIZE
                        ,currentCubeImage,currentCubeImage,currentCubeImage));
            }

        }

        catch (IOException e) 
        {
            e.printStackTrace();
            System.exit(0);
        }


        /**
         * Create a cubic room 
         */
        m_cubicRoom.createCube(gl);

        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);


        /**
         * Creating m_cubes
         */
        for (int i = 0; i < NUMBER_OF_3D_SHAPES; ++i)
            m_cubes.get(i).createCube(gl);


        /**
         * Creating the listener 
         */
        ((Component) gLDrawable).addKeyListener(this);

    }


    @Override
    public void display(GLAutoDrawable gLDrawable)
    {
        moveFirstPerson();
        checkCameraCollisionWithObject();

        final GL gl = gLDrawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glLoadIdentity();


        // the point where it all begins 
        m_center.setPoint(m_firstPersonLocation.getX() - m_coordinate3.getX() , 
                   m_firstPersonLocation.getY() - m_coordinate3.getY() ,
                   m_firstPersonLocation.getZ() - m_coordinate3.getZ());

        // the GLU look-at
        m_glu.gluLookAt(m_firstPersonLocation.getX(),m_firstPersonLocation.getY(),m_firstPersonLocation.getZ(),
                      m_center.getX(),m_center.getY(),m_center.getZ(),
                      m_coordinate2.getX(),m_coordinate2.getY(),m_coordinate2.getZ());

        /**
         * first attache cube 1 (the room itself) - attaching the outer 3D room  
         */

        int shapeNumber = 0;
        gl.glCallList(++shapeNumber);  // cube 1

        /**
         *  attach CUBE 2 - rotating cube 
         */




        /**
         * debug 
         */

        System.out.println("--------------------------");
        System.out.println("Camera current location:\n" +
                "\nX location is :" + this.m_firstPersonLocation.getX() +
                "\nY location is :" + this.m_firstPersonLocation.getY() +
                "\nZ location is : " + this.m_firstPersonLocation.getZ());
        System.out.println("***************************");


        if (!collision)
        {
            gl.glPushMatrix();
            gl.glTranslatef(400.0f, 300.0f, 1300.0f);
//          gl.glRotatef(m_angleX, 4.0f, 0.0f, 0.0f);
//          gl.glRotatef(m_angleY, 0.0f, 4.0f, 0.0f);   
//          gl.glRotatef(m_angleZ, 0.0f, 0.0f, 42.0f);
            gl.glCallList(++shapeNumber); // cube 2
            gl.glPopMatrix();
        }





        /**
         *  attach CUBE 3 - rotating cube 
         */
        gl.glPushMatrix();
        gl.glTranslatef(600.0f, 350.0f, 700.0f);
        gl.glRotatef(m_xx, 24.0f, 0.0f, 0.0f);
        gl.glRotatef(m_yy, 0.0f, 14.0f, 0.0f);  
        gl.glRotatef(m_zz, 0.0f, 0.0f, 14.0f);
        gl.glCallList(++shapeNumber);  // cube 3 
        gl.glPopMatrix();

        /**
         *  attach CUBE 4 - rotating cube 
         */

        gl.glPushMatrix();
        gl.glTranslatef(900.0f, 350.0f , 200.0f );
        gl.glRotatef(m_angleX, -2.0f, 0.0f, 0.0f);
        gl.glRotatef(m_angleY, 0.0f, -1.0f, 0.0f);  
        gl.glRotatef(m_angleZ, 0.0f, 0.0f, -1.0f);
        gl.glCallList(++shapeNumber); // cube 4

        m_angleX += 0.15f;
        m_angleY += 0.25f;
        m_angleZ += 0.45f;
        gl.glPopMatrix();


        // more code 
      }
类呈现程序{。。。
公共渲染器()
{
this.addGLEventListener(this);
addKeyListener(此);
addMouseListener(这个);
//将代理放在房间内的特定位置
this.m_firstPersonLocation=新点3D(7502005000);
此.m_坐标1=新点3d(1,0,0);
这个.m_坐标2=新的点3d(0,1,0);
此.m_坐标3=新点3d(0,0,1);
此m_中心=新点3D(0,0,0);
m_angleX=m_angleY=m_angleZ=0;
m_xx=m_yy=m_zz=0;
//房间的两边
这是m_边=房间绿色;
这是一个蓝色的房间;
这个屋顶=房间蓝色;
this.m_insideCubes.add(STATIC_CUBE);
this.m_insideCubes.add(STATIC_CUBE2);
此.m_insideCubes.add(旋转立方体);
此.m_insideCubes.add(旋转2);
此.m_insideCubes.add(旋转3);
此.m_insideCubes.add(旋转4);
此.m_insideCubes.add(旋转5);
此.m_insideCubes.add(旋转6);
此.m_insideCubes.add(旋转7);
此.m_insideCubes.add(旋转8);
此.m_insideCubes.add(旋转9);
此.m_insideCubes.add(旋转10);
}
@凌驾
公共void init(GLAutoDrawable gLDrawable)
{
GL=gLDrawable.getGL();//获取OpenGL图形上下文
gl.glEnable(gl.gl_纹理_2D);//获取gl实用程序
gl.glShadeModel(gl.gl\u平滑);
gl.glClearColor(0.0f,0.0f,0.0f,0.0f);
gl.glClearDepth(1.0f);
gl.glEnable(gl.gl\U深度测试);
gl.glDepthFunc(gl.gl_LEQUAL);
gl.glHint(gl.gl\u透视图\u校正\u提示,gl.gl\u最佳);
gl.glShadeModel(gl.gl_SMOOTH);//很好地混合颜色,并平滑照明
//起始纹理
gl.glEnable(gl.gl\U纹理\U 2D);
字符串currentCubeImage=“”;
尝试
{  
//创建实际的房间
m_cubicRoom=新立方体3d(房间尺寸X、房间尺寸Y、房间尺寸Z、m_侧面、m_屋顶、m_地面);
/**
*在三维房间中创建图元
*/
对于(int i=0;i<三维形状的数量;++i)
{
//在中创建元素
currentCubeImage=m_insideecubes.get(i);
m_立方体。添加(新立方体3d(
立方体尺寸,
立方体尺寸,
立方体尺寸
,currentCubeImage,currentCubeImage,currentCubeImage));
}
}
捕获(IOE异常)
{
e、 printStackTrace();
系统出口(0);
}
/**
*创建一个立方体房间
*/
m_cubicRoom.createCube(gl);
gl.glTexParameteri(gl.gl\u纹理\u 2D、gl.gl\u纹理\u最小\u过滤器、gl.gl\u线性\u MIPMAP\u线性);
gl.glTexParameteri(gl.gl\u纹理\u 2D、gl.gl\u纹理\u贴图\u过滤器、gl.gl\u线性\u MIPMAP\u线性);
/**
*创建m_立方体
*/
对于(int i=0;i<三维形状的数量;++i)
m_cubes.get(i).createCube(gl);
/**
*创建侦听器
*/
((组件)gLDrawable.addKeyListener(此);
}
@凌驾
公共空白显示(GLAutoDrawable gLDrawable)
{
移动第一人称();
选中CameraCollisionWithObject();
最终GL=gLDrawable.getGL();
gl.glClear(gl.gl_颜色_缓冲_位| gl.gl_深度_缓冲_位);
gl.glLoadIdentity();
//一切开始的地方
m_中心设定点(m_firstPersonLocation.getX()-m_Coordinated3.getX(),
m_firstPersonLocation.getY()-m_coordinate3.getY(),
m_firstPersonLocation.getZ()-m_coordinate3.getZ());
//GLU看看
m_glu.gluLookAt(m_firstPersonLocation.getX(),m_firstPersonLocation.getY(),m_firstPersonLocation.getZ(),
m_center.getX(),m_center.getY(),m_center.getZ(),
m_coordinate2.getX(),m_coordinate2.getY(),m_coordinate2.getZ();
/**
*第一个附件立方体1(房间本身)-连接外部3D房间
*/
int-shapeNumber=0;
gl.glCallList(++ShapeEnumber);//多维数据集1
/**
*附加立方体2-旋转立方体
*/
/**
*调试
*/
System.out.println(“-----------------------------------”);
System.out.println(“摄像机当前位置:\n”+
\nX位置是:“+this.m_firstPersonLocation.getX()+
“\n任何位置是:“+this.m_firstPersonLocation.getY()+
“\nZ位置是:“+this.m_firstPersonLocation.getZ());
System.out.println(“*******************************”);
如果(!碰撞)
{
gl.glPushMatrix();
gl.GLTRANSTEF(400.0f、300.0f、1300.0f);
//gl.glRotatef(m_角,4.0f,0.0f,0.0f);
//gl.glRotatef(m_角度,0.0f,4.0f,0.0f);
//gl.glRotatef(m_angleZ,0.0f,0.0f,42.0f);
gl.glCallList(++ShapeEnumber);//多维数据集2
gl.glPopMatrix();
}
/**
*附加立方体3-旋转立方体
*/
gl.glPushMatrix();
gl.glTranslatef(600.0f、350.0f、700.0f);
gl.glRotatef(m_xx,24.0f,0.0f,0.0f);
gl.glRotatef(m_-yy,0.0f,14.0f,0.0f);
gl.glRotatef(m_zz,0.0f,0.0f,14.0f);
gl.glCallList(++ShapeEnumber);//多维数据集3
gl.glPopMatrix();
/**