First, override the update function (the default one fills the output
area with background (or foreground? can't recall exactly) color first
and after that repaints the screen. But this wouldn't eliminate the
flickering, since in order to avoid it u should do your output into
Java3D offscreen buffer, which is unaccessible in Java3D 1.1.2. In the current
version u can't break into that rendering sequence, so that picture
would be printed out like this: Java3D completely renders the screen,
u do your output to the screen in either postRender or preRender
functions; or vise versa. But whatever, your output is done independently from Java3D
rendering cycle, and, thus, each frame your output would be overlapped
by the 3D scene itself and therefore your output would flicker).
In Java3D 1.2 u can draw into offscreen image, but don't ask me how -
just haven't looked at 1.2 version at all.
vladimir
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In your previous letter u wrote:
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AW> I'm using immediate mode rendering to draw my scene. When certain events
AW> occur I want to force the Canvas3D displaying the scene to redraw. To do
AW> this I'm using a call to repaint(). Unfortunately, this causes the canvas to
AW> flicker as it appears to clear to white and then redraw the scene.
AW> Any suggestions for an alternative flicker-free method would be much
AW> appreciated.
AW> Thanks
AW> Andy
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