Hi Chris,

   The background problem should happen in OpenGL version only which
which glDrawPixels() (not accelerated by most PC hardware).

   For directX version it is not a problem since we use
BltFast() to draw the surface (unless background image is change every frame)

To use Texture (instead of glDrawPixels()) under OpenGL version
(not apply to DirectX version), you can set a switch as below:

   java -Dj3d.g2ddrawpixel=false MyProgram

This is document in README of Java3D v1.2.1 release.

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

>X-Authentication-Warning: charon.adi-limited.com: nobody set sender to 
><[EMAIL PROTECTED]>
using -f
>X-Accept-Language: en
>MIME-Version: 1.0
>Date: Fri, 6 Apr 2001 10:34:48 +0800
>From: chris thorne <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] DirectX problem??
>To: [EMAIL PROTECTED]
>
>There was once a performance question on background texturing and I did not see
>an answer that resoloved the problem or showed a fix - see my mini-thread below:
>"
>
>     When using an image background performance is reduced considerably! It became so 
>slow that I
had to use a simplestar geometry background instead.
>     From: Anders Breivik
>     Not resolved
>
>That's what I figuered out too. We've made some graphics card tests.  Diamond 
>Viper770 Ultra seams
to have a pretty good hardware acceleration for texture mapping.
>From:   Gernot Veith <[EMAIL PROTECTED]>
>"
>
>Anyone have comments?
>
>
>
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