Bo,

What you are doing is correct. The performance of offscreen rendering
varies in different configurations, depending on whether the driver
supports offscreen rendering or not. In opengl glx, pBuffer is used
for offscreen rendering; in opengl wgl, DIB is used. Unfortunately,
most of the graphic cards do not accelerate this; that's why
offscreen rendering can be very slow.

-Charmaine Lee
Java3D Engineering Team



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> Date: Mon, 15 Jan 2001 10:10:18 +0100
> From: "Bo, Jianquan, myview" <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Performance of offscreen rendering
> To: [EMAIL PROTECTED]
>
> Because I have not got a response of this question, I put it once
> more forward to you and look forward for some hints.
>
> Bo
>
> -----Ursprüngliche Nachricht-----
> Von: Bo, Jianquan, myview
> Gesendet: Freitag, 22. Dezember 2000 14:43
> An: [EMAIL PROTECTED]
> Betreff: [JAVA3D] AW: [JAVA3D] Performance of rendering offscreen
>
>
> I have used offscreen rendering for printing of canvas3d. The reason
> why I used it is that by printing I must get the current rendering
> results of canvas3d. But the canvas3d is updated automatically and
> I have get wrong rendering results for another delayed time. The canvas3d
> can be overlapped by another frames which in the delayed time occured.
> So that I have used offscreen rendering to get the correct image of
> canvas3d. But it is very very slow.
>
> I don't know if I have done it in a wrong way. The code I have used
> is followed. I want to know also how the performance of offscreen rendering
> should be actually or what I have done incorrectly.
>
>
> class OffScreenCanvas3D extends Canvas3D {
>     OffScreenCanvas3D(GraphicsConfiguration graphicsConfiguration,
>                       boolean offScreen) {
>
>         super(graphicsConfiguration, offScreen);
>     }
>
>     BufferedImage doRender(int width, int height) {
>
>         BufferedImage bImage =
>             new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
>
>         ImageComponent2D buffer =
>             new ImageComponent2D(ImageComponent.FORMAT_RGBA, bImage);
>
>         setOffScreenBuffer(buffer);
>         renderOffScreenBuffer();
>         waitForOffScreenRendering();
>         bImage = getOffScreenBuffer().getImage();
>
>         return bImage;
>     }
>
>     public void postSwap() {
>         // No-op since we always wait for off-screen rendering to complete
>     }
> }
>
>
>
>
> Bo
>
>
>
> -----Ursprüngliche Nachricht-----
> Von: Jeffery, Myles [mailto:[EMAIL PROTECTED]]
> Gesendet: Freitag, 22. Dezember 2000 12:23
> An: [EMAIL PROTECTED]
> Betreff: [JAVA3D] Performance of rendering offscreen
>
>
> Hi,
>
> Has anyone used offscreen rendering?  If so, what is the performance like
> compared to onscreen rendering?  The reason I ask is that I am concerned at
> the limitations of Java3D onscreen rendering regarding problems with
> combining lightweight and heavyweight components.
>
> I am willing to sacrifice some speed in return for more control, but I don't
> want to end up with an application that runs like a snail.
>
> Any advice?
>
> Thanks,
>
> Myles
>
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