Hi Justin > > result into flickering [however knows why]) > > Have a look back through the archives. That's a bug in the current stuff > to do with the order you are doing things. IIRC if you write the code to
Hmm must have missed that one. Thanks. > change the view transform and then do updateGeometry everything works > out correctly. IIRC(2) there's a fix for that in the 1.3beta2 code. Nope actually it doesn't matter at all in my case. And I tried everything I even moved the vertices transformation into mixed-mode Canvas3D postRender() call still same effect. Someone from SUN really should draw the J3D Rendering-Pipeline and include when/what or which threads do what are where synchronized. I think that would really help alot in some cases. > Yes. Agreed. That is something that would be nice to have. I forgot > about that. I think with a couple of simple API calls added to canvas or > maybe View, you could be able to add multipass rendering. Yes agreed. > behaviours are executed during the mutlipass processing, but don't take > effect in the rendered scene until after the current multipass has > finished. pre & postRender() are called at the start of each pass. Could work. EOF, J.D. -- Explore SRT with the help of Java3D (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) (http://www.antiflash.net/java3d/relativity (mirror) =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".