The WakupOnElapsedTime condition performs better now than it did in older versions of Java 3D. However, most people find that waking up on elapsed frames suits their needs better. We use native timers in a very indirect manner.
Doug Twilleager Java 3D Team Sun Microsystems >Subject: Re: [JAVA3D] Reducing CPU usage of Interpolator >To: [EMAIL PROTECTED] >MIME-version: 1.0 >X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 >Content-transfer-encoding: 7bit >Importance: Normal >X-Priority: 3 (Normal) >X-MSMail-priority: Normal >Delivered-to: [EMAIL PROTECTED] > >First, thanks for your input! > >> 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. > >So Java3D doesn't use OS/hardware timers for this functionality??? > >Or is the "may" clause in your sentence refect an implementation specific >issue? :-) > >Simeon > >=========================================================================== >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". =========================================================================== 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".
