try calling stopRenderer() on your canvas3d when the start game button is pressed. concerning your awt/swing question, you are right: all swing-components but JFrame and JDialog are lightweight. yes you can mix lightweight and heavyweight in your app, and i don't think using swing instead of awt would have a major impact on performance (because when you don't use the GUI controls, they do not consume processing time). the only thing you have to watch for when using lightweight components and a canvas3d is that you cannot display lightweight components *in front* of the canvas in the same Window/Frame/JFrame, because they will be overwritten by the canvas contents. if you want to display something in front of the canvas3d, like a popup menu, you have to use a heavyweight component. however, if a component is to the side of the canvas3d, it can be heavyweight or lightweight. in different frames (AWT-Frames and/or JFrames) you can freely mix lightweight/heavyweight and awt/swing components. -- julian -----Original Message----- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]]On Behalf Of Anders Breivik Sent: Saturday, March 04, 2000 2:56 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] AWT or Swing, User Interface,Performance? Hello! Thanks for previous feedback. I couldn't see that my last email reached the list so I'm writing again. Could anyone help me with the following: In my game I have an option user interface which has a small canvas3D in some of the GridBagLayout cells. It is just a simple animation of a rotating object - Just to make it look pretty. When the "Start Game" botton is pressed the real game starts by removing all components in the Frame and adding the canvas3D which represents the actual game. The problem: The java3D program which gives the simple animation in the options user interface makes the speed of the game decrease. In fact, it almost crashes after the start game button is pressed. When I remove the animation from the options section and press start - the game runs fine. I've tried disposing the option user interface (with the animation) before launching the game, but this doesn't help. When using the animation in the options section it somehow consumes a loot of processing power/memory and makes the game halt. What am I doing wrong? I need to somehow "kill" the animation program before calling the class which makes the game. Does anyone know how to work around this? One more thing, I'm currently using AWT, but would like to use Swing. Are there any differences in Java3D perfomance when comparing these two methods? I've had some problems integrating Swing with Java3D (the lightweight-heavyweight issue). I've read that JFrame is a heavy weight component and that most other J-components are lightweight(?) If I add lightweight components (JBottons,JTextFields etc.) to a heavyweight JFrame and add the canvas3D to a new JFrame, will these two JFrames mix?? Or do I have to convert lightweight components to heavyweight? Well, hope anyone can give me some ideas, any feedback is greatly appreciated. Anders. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
