Hi Joachim,

actually I made some experience with updating texture content quite recently.
The approach i finally came up with is quite similar to that one you described,
but
you don't have to recreate the Texture2D instance all the time.
The texture is only created once, and during update you just replace the
ImageComponent (which unfortunately
must be created again and again from the BufferedImage, which is certainly
rigid.
The Texture capabilites must contain ALLOW_TEXTURE_WRITE to reset the image
component (setImage( 0, imageComponent) ).
This still doesn't help! The texture seems to be not updated and the results
are kind of arbitrary, especially if you
update the texture several times with many small changes.
The final trick you need, and this is something the sun guys could check back,
is that you should not just
replace or modify the appearance associated with the texture shape, but set the
appearance explicilty to null and than create
a new texture appearance. The problem is (as it seems) that the system doesn't
recognize the change the way the
update was done.

Hope this workaround works,
Karsten

PS: if you finally come up with a better solution (that especially is Java3D
1.2.1_3 compatible), you can do me a great favour
in letting me know.


Joachim Diepstraten wrote:

> Hi Alex
>
> Hmm thanks for the answer and thanks for the source
> but I'm not sure if that's actually the thing I'm
> searching for, well I still will have a look on it.
> Cause I'm not planing to do something with JMF but
> rather my textures are textures coming from an
> offScreen rendering pass.
>
> --
> Explore SRT with the help of Java3D
> (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
> (http://www.antiflash.net/java3d/relativity (mirror)
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