Good (timelocal)
>> Ideally, I would like to access and write the data raw, not compressed.
>What raw data do you need other than the raster information? It looks
>like this code is wandering around in various incarnations based off
>stuff from my tutorial. In an effort to promote the code repository at
>the site, I would like to suggest people have a look at the reworked
>version I put there. There is a callback that you can register with the
>canvas to get the raw image information (as a BufferedImage) and then do
>with it as you please.
But what should I do if I wanna apply some image filter like Blur or Zoom to
image produced by Canvas3D in Mixed mode.
and then draw that image on screen.
In specification I've found only one solution for mixed mode, obtain
3DGraphics2D object by calling getGraphics2D() and then draw into it.
javadocs says that
"The flush method is implicitly called in the following cases:
The readRaster method calls flush(true)
The Canvas3D.swap method calls flush(true)
The Java 3D renderer calls flush(true) prior to swapping the
buffer for a double buffered on-screen Canvas3D
The Java 3D renderer calls flush(true) prior to copying into
the off-screen buffer of an off-screen Canvas3D
The Java 3D renderer calls flush(false) after calling the
preRender, renderField, postRender, and postSwap Canvas3D callback
methods."
But if I am not calling flush() method explictly image doesn't appear at
all. But if I call flush() method I've got near 5 FPS for single rotating
cube.
May be you know how can I solve this problem???
or explain what actualy do Canvas3D in this case?
WBR Alexey Kruchenok
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