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.







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