Hi Alvaro,

    If your scene graph has active WakeupOnElapsedFrame()
then the Java3D will render it continously.


     /**
     * Constructs a WakeupOnElapsedFrames criterion.
     *
     * @param frameCount the number of frames that Java 3D should draw
     * before awakening this behavior object; a value of N means
     * wakeup at the end of frame N, where the current frame is zero,
     * a value of zero means wakeup at the end of the current frame.
     *
     * @param passive flag indicating whether this behavior is
     * passive; a non-passive behavior will cause the rendering system
     * to run continuously, while a passive behavior will only run
     * when some other event causes a frame to be run.
     *
     * @exception IllegalArgumentException if frameCount is less than zero
     *
     * @since Java 3D 1.2
     */
    public WakeupOnElapsedFrames(int frameCount, boolean passive)


Classes that extend Java3D Interpolator (e.g. RotationInterpolator)
and utility clas KeyNavigatorBehavior use active WakeupOnElapsedFrame()

- Kelvin
---------------
Java 3D Team
Sun Microsystems Inc.

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>Date: Mon, 5 Feb 2001 10:58:14 +0100
>From: alvaro zabala <[EMAIL PROTECTED]>
>Subject: [JAVA3D]
>To: [EMAIL PROTECTED]
>
>Hi!
>I have a problem with Java3D, and I hope someone could help me.
>
>I´ve made a class which extends from Canvas3D, to allowing tasks like save
>actions in  methods postRender or postSwap.
>
>The problem is that Canvas3D is continously repainted, so it´s consume 100%
>of CPU.
>
>Does someone Know the reason?
>Thanks!
>
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