Raul Rios wrote: > That's my problem. > > I want to rotate my 3D model using a RotationInterpolator. > It works fine, but while it's working, the CPU usage is 100%.
Yup. Standard interpolators are usually a bad thing to use in code. They use a WakeupOnElapsedFrames(0) to try to make the animation as smooth as possible. The rest is just Java3D, which will try to use as much CPU as possible when you are doing a lot of dynamic scene graph changes. The effects of the two are 100% CPU. Have a look at the setMinimumFrameCycle() method on Canvas3D (I think) for a way of controlling the framerate. Also, you would be better off rolling your own interpolater system. -- Justin Couch http://www.vlc.com.au/~justin/ Java Architect & Bit Twiddler http://www.yumetech.com/ Author, Java 3D FAQ Maintainer http://www.j3d.org/ ------------------------------------------------------------------- "Humanism is dead. Animals think, feel; so do machines now. Neither man nor woman is the measure of all things. Every organism processes data according to its domain, its environment; you, with all your brains, would be useless in a mouse's universe..." - Greg Bear, Slant ------------------------------------------------------------------- =========================================================================== 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".