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This single behavior work-around does not work for us because outside loaders,
as well as our own, will still put Java3D behaviors throughout the scene
graph. We could traverse the whole scene and remove them and then
create our copies and put them in our system, but then we would have to
reimplement every single damn behavior people write out there!
Not a very good solution.... David wrote: Well it does not make me happy to hear the problem with behavior synchronization is not addressed in the upcoming version. Especially since Kevin posted a huge long article on this very topic a LONG time ago admitting it was an issue. I think the "resolution" until a fix was to make sure a certain order was followed within the behavior. Something like update the scene, then update the view transform. On certain platforms he assured us this would guarentee the two would be sychronized if they were done within a single behavior. I have found this to be true under the opengl version on windows. My overlay code, which of course is very sensative to this issue, became rock solid when I did this. Course I am scrapping the overlay code because its impossible to handle the scope of a true user interface (see my rants on user interfaces in the newsgroup). Dave Yazel --
Shawn Kendall
Full Sail Real World Education
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- [JAVA3D] Behavior and Render thread synchronization problem Shawn Kendall
- Re: [JAVA3D] Behavior and Render thread synchronizatio... David
- Re: [JAVA3D] Behavior and Render thread synchroniz... Shawn Kendall
- [JAVA3D] Java3d issues Shawn Kendall
- [JAVA3D] Java3d issues David
- Re: [JAVA3D] Java3d issues Shawn Kendall
- Re: [JAVA3D] Java3d issues Justin Couch
- Re: [JAVA3D] Java3d issues Neil Henderson
- Re: [JAVA3D] Java3d issues David
- Re: [JAVA3D] Java3d issues Justin Couch
- Re: [JAVA3D] Java3d issues Shawn Kendall
- Re: [JAVA3D] Java3d issues David
- Re: [JAVA3D] Java3d issues Justin Couch
- Re: [JAVA3D] Java3d issues Shawn Kendall
