> First, on Win9x and NT, System.currentTimeMillis() does not have that good
of
> accuracy.  For example, if you were to print out
System.currentTimeMillis() in
> a loop, the values will jump at approximately 5ms intervals. i.e.
>
> 1000...1000....1000....1005....1005....1005...1011....1011....
>
> Something like that.  As I understand it, this is a Windows problem
because of
> the way it handles multiprocessing and multithreading.  Windows is not
meant to
> be a real-time OS, anyway.  BTW, most UNIX OSes will give ~1-2ms accuracy,
> which is not must better when you need ~16.7ms to do 60 fps.
> Also, sleep() suffers from the same problem. Sleep(20) is not going to be
20ms
> that often.
It doesn't has to be 100% acurate. I don't want to force the frame rate to
be exactly 25fps. My focus is low CPU-Usage at a smooth frame rate.

> Second, there is a call in Java3D 1.2 to do exactly this.  It's
> View.setMinimumFrameCycleTime().
If i understood the docs correctly, it is ALWAYS making a pause. Every
frame. My code is only putting the render thread to sleep if rendering is
done with more then e.g. 25fps.

> However, we have NEVER gotten it to work properly, probably because of the
same
> problems.
Well, my code works fine for my purpose. It uses the CPU only as much as it
is really needed to do a smooth rendering.

Markus

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