have you tried View.setMinimumFrameCycleTime(long milliSeconds) ?

> -----Original Message-----
> From: Simeon H.K. Fitch [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 15. Mai 2002 00:07
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Reducing CPU usage of Interpolator
>
>
> Sorry if this is an RTF-type question, but can't seem to find any
> documentation on how to reduce the amount of CPU usage an instance of
> javax.media.j3d.RotationInterpolator consumes when running. 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.
>
> I want to know the "best" approach to handling this. As I see
> it now, here
> are my options:
>
> 1) Instantiate my Canvas3D instance in a thread of lower
> priority, and then
> make sure I run my "important" processing in a higher priority thread.
> 2) Subclass RotationInterpolator and change the protected member
> "defaultWakeupCriterion" to an instance of
> WakupOnElapsedTime, overriding
> the default instance of WakeupOnElapsedFrames(0).
>
> Both seem a little more complicated than seems necessary. Am I missing
> something, or is there no "direct" solution?
>
> Thanks,
>
> Simeon
>
> /**
>  * @author Simeon H.K. Fitch
>  * @organization Mustard Seed Software
>  * @web http://www.mustardseedsoftware.com
>  * @email [EMAIL PROTECTED]
>  * @voice 210.867.1616
>  * @fax 309.424.4982
>  */
>
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