The offscreen rendering feature added in 1.2 is the way to do this.
You may create a high resolution offscreen Canvas3D to render into.

Doug Twilleager
Sun Microsystems


>X-Originating-IP: [131.94.166.34]
>To: [EMAIL PROTECTED], [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] How to create a jpeg file through the canvas
>Mime-Version: 1.0
>X-OriginalArrivalTime: 13 Mar 2001 19:23:34.0466 (UTC)
FILETIME=[189C1A20:01C0ABF3]
>
>Say I am using the NCSA portfolio to grab 2D jpeg images. When I check the
>resolution of the images they are only 72 dpi. I need to grab them at say
>800 dpi. Can I do anything like this.
>Ashley .
>
>
>
>>From: Doug Twilleager <[EMAIL PROTECTED]>
>>Reply-To: Doug Twilleager <[EMAIL PROTECTED]>
>>To: [EMAIL PROTECTED]
>>Subject: Re: [JAVA3D] How to create a jpeg file through the canvas
>>Date: Tue, 13 Mar 2001 11:17:17 -0800
>>
>> >
>> >> understand the documentation, particularly the distinction between
>> >> postSwap() and postRender().
>> >
>> >postRender is after the 3D graphics rendering has finished and
>> >postSwap() is after any other composition might be finished. Effectively
>> >postSwap() is the last thing to occur before the background buffer is
>> >blitted to the screen.
>> >
>> >
>>
>>Not quite.  postRender() is called when all geometries in the scene
>>graph have been rendered.  This is the last chance for an application
>>to render into the back buffer before the back buffer is swapped into
>>the front buffer.  postSwap() is called after the back buffer has been
>>swapped into the front buffer.  Since readRaster() may only read the
>>front buffer, all image capture features need to be done in postSwap().
>>
>>Doug Twilleager
>>Sun Microsystems.
>>
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