Hi Simeon,

> ... I have a
> situation where I want to have an Alpha-based behavior occurring while some
> other processing goes on, and when the RotationInterpolator is active my CPU
> is pegged, taking cycles away from the more important processing I need to
> happen.

Hmm, some days ago Artur Biesiadowski posted test results running
multiple Behaviors simulatatiously. Here is his table:

| Results are in fps after some time (when it stabilizes).
| Left column is number of behaviors.
|
|          ModEB     ModRB    NoModRB
|     10     199       199      241
|    100     199       199      241
|   1000      98        75       93
|  10000      13         9        9

So, up to 100 Behaviors should be no real problem at all. May be,
your important work is done in some arbitrary thread, because
you consider:

> 1) Instantiate my Canvas3D instance in a thread of lower priority

Then, what about doing your important work in another Behavior
with a WakeupOnElapsedFrames(0), so it runs with the same priority
as Interpolators. This would require, that your work either is
short enough to not stop rendering or else can be broken apart
into small enough pieces ... which then may complicate matters
considerably.

> 2) Subclass RotationInterpolator and change the protected member
> "defaultWakeupCriterion" to an instance of WakupOnElapsedTime, overriding
> the default instance of WakeupOnElapsedFrames(0).

I've read somewhere (can't find it back just now) that
WakupOnElapsedTime REALLY may hog the CPU, because J3D then
can't behave event driven, but must poll for the right time
to awake that Behavior.

Just some thoughts

Georg
 ___   ___
| + | |__    Georg Rehfeld      Woltmanstr. 12     20097 Hamburg
|_|_\ |___   [EMAIL PROTECTED]           +49 (40) 23 53 27 10

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