Hi Doug,
I don't understand this technique completely. The docs on Behavior.postID() are
very terse.
"Post the specified Id. Behaviors use this method to cause sequential scheduling of
other behavior object"
That's it. Is it a priority system? What number = first? Why does using postId()
guarantee the rendeerr will wait. We are still have trouble with the frame
rendering after the update to the view is made.
Thanks for any info.
Doug Gehringer wrote:
> > From: Norihito Hiruma <[EMAIL PROTECTED]>
> > > From Doug Gehringer <[EMAIL PROTECTED]>
> > > When making many changes to the scene graph outside of a behavior there
> > > is no way for Java3D to know when you are done and Java3D will probably
> > > update before you are ready.
> > > Stopping/starting the renderer or detaching/attaching the scene graph can
> > > fix the problem, but both have unnecessary overhead.
> > > A better way is to use
> > > Behavior.postId(). The idea is to set up a behavior which can be
> > > triggered when the edits need to happen.
> > > The edits happen in the processStimulus() method for the behavior.
> > > This way Java3D can hold off on updating the display until after
> > > processStimulus() has returned.
> >
> > May I think about the countermeasure which code use Update behavior is
> > permanent way?
> > Or, should I think that it is temporary countermeasure?
>
> This is a good technique to use whenever you need to make several updates to the
> scene graph without updating the screen, so this should be a permanent part of
> the solution to your problem.
>
> Note: this technique doesn't workaround the performance problem with changing
> the attributes on large numbers of shapes with the same appearance. But it
> should it is the better solution to the screen flashing problem.
>
> Doug Gehringer
> Sun Microsystems
>
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