> Rob Nugent wrote:
>
> > This whole issue has been annoying me for
> > some time now. My understanding is also that the
> > multimedia timers in javax.media.Manager.getSystemTimeBase
> > also suffer from a similar quantization (although it's been a
> > while since I tried them myself). This means that if each
> > of my frame time is, say a consistent 13ms on WinNT, then it gets
> > reported by the System.currentTimeMillis() as
> >
> > 10, 10,10, 20,10,10 ...
> >
> > Leading to visibly jerky animation, since I calculate how far to
> > move each object each frame, based on its speed.
> >
> > I am currently running with a native library on WinNT that does
> > nothing but call QueryPerformanceFrequency/QueryPerformanceCounter
> > to work out how long the last frame took.
> >
> > If I could put in one Request For Enhancement for the next Java3D it
would be
> > for a timer that returns the best resolution the underlying platform can
provide.
>
> I agree with you except for one thing; the timing issue is NOT a Java3D
problem, it
> is a Java problem.
> It is important to differentiate the two if we hope to get it improved.
Java3D
> could add a better timer using some native code, it already uses native
code to
> render - OpenGL,DirectX, but the better solution is that the Java
environment be
> improved to do that.
>
Wow, I had no idea everyone was having the same problem. Regardless if it's
strictly a Java problem or Java3d, it would be nice to have a workaround...
Would Sun even consider writing a timer object that used some native methods
to access the system timers of varying platforms?! I found a white paper on
how to do this for microsoft products:
http://support.microsoft.com/support/kb/articles/Q65/9/27.ASP
I don't think it is such an issue with Linux/Unix boxes...
About that applet i was hinting at, thanks for the encouraging response, i
will certainly post it as soon as i get the UI done. I would appreciate any
help with optimizing it. Also, please understand that the applet i was
referring to was the simple pendulum without the network engine. The
network driven engine is still in concept stage. I'll begin work on it after
i've completed the user interface and optimized the rendering process.
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