>Date: Mon, 8 Nov 1999 08:54:00 -0800
>From: Doug Gehringer <[EMAIL PROTECTED]>
>
>> From: Bruno Feurer <[EMAIL PROTECTED]>
>>
>> I would like to implement a direct event handling with Java3D. Some nodes
>> should implement a listener interface and should be registered at some
>> objects of the problem domain. So if the problem domain changes, the Java3D
>> scene reacts directly (and not over behavior event-dispatching).
>>
>> Because the problem domain is active and changes the scene independent from
>> the rendering thread, the Java3D should be thread safe. Is it? I've read the
>> mail from Andrei Cioroianu
>> (http://archives.java.sun.com/cgi-bin/wa?A2=ind9811&L=java3d-interest&D=0&P=
>> 852), but I have not found an answer yet.
>
>
>This should work fine. Scene graph changes can be made from any thread.
>
>Making changes from a behavior has the advantage that all the changes made in a
>behavior callback will appear the same frame. Other than that, there is no
>advantage or disadvantage to making scene graph changes from any particular
>thread.
Doug is correct. It is permissible to make scene graph modifications,
including branch graph insertion and removal, from any thread. It is
also permissible to make modifications to two different objects from
different threads. For example, you can have an interpolator behavior
operating on one transform group in your scene graph, while an AWT
event behavior modifies another transform group in parallel. It is not
permissible to modify the same Java 3D object from two different
threads without externally synchronizing the access.
Note, the 1.2_alpha1 version has a significant bug that will cause a
deadlock if a TransformGroup is modified from any thread other than a
behavior. This will be fixed in the beta release, which should be
available some time in December.
--
Kevin Rushforth
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
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