I read something in the Java3D forums (sorry - I'll have to search for the
reference later today) where they say that interpolators are indeed compute
bound. IIRC, the reference goes on to say that you can lower the priority
of the thread doing the work to be kind to other processes running on the
same CPU, but using all available CPU cycles is the way it's supposed to
work.
Mike
-----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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