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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