Carolyn,
I've seen this CPU usage change as well.  From what I can figure, if the
scene is unchanging (no behaviors or interpolators), then J3D draws the
scene when the window needs to be redrawn.  If the scene IS changing,
then J3D turns into a real-time renderer, drawing the scene as fast as
possible, i.e. 100% CPU usage.

You could probably slow it down by adding some sleep cycles into a
Canvas3D derived class .postRender() function.

Is there a selectFramesPerSecond() function in J3D???

J. Lee Dixon
Software Engineer
SAIC - Celebration, FL
[EMAIL PROTECTED]



-----Original Message-----
From: cgerrard [mailto:[EMAIL PROTECTED]]
Sent: Monday, August 07, 2000 9:29 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Poor performance of interpolators.


Hi all,

I've been surprised how good the J3D performance has been so far - that
was
until I started using interpolators.

Seeing there was a problem with CPU usage I went back to the demo's and
using
the HelloUniverse sample proved that as soon as a single interpolator
was added as
a child to a transform group the CPU usage went up to a 100%! I'm using
an
800MHz Pentium 3 machine.

I also found that if you create an interpolator with either a null alpha
or with the setEnable set to false, so that there will be no
interpolation
at this stage, this has no effect on the CPU usage.  Which is a pity
since it
might be acceptable to have poor performance during a defined period of
animation.
I thought about adding the interpolator to the transform as animation
is required but this gave a restricted access exception.

Any suggestions please.

====================

Carolyn Gerrard
Lucent Technologies
E-mail [EMAIL PROTECTED]

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