Raffi, useIOThread = false works better here.
IO are always slow operations. So, why you don't you buffer the images? You can put your images inside an Array or a Vector, and write it to disk later, after Stop button action.. Even this way you will have degradation in FPS, but less than direct write to disk anyway. ----- Original Message ----- From: "Kasparian, Raffi J." <[EMAIL PROTECTED]> Subject: [JAVA3D] Capturing the Canvas3D Image > I am not having great success with the tried and true image capture > routines. Sometimes images are captured correctly and other times only > partial images are generated. When capturing every frame drawn, performance > is severely degraded and many times the Canvas3D itself only shows partial > or blank images. I tried putting the IO routines in a separate thread to > which I simply pass the postSwap-captured images but performance remains bad > and the captured images are no better. I changed HelloUniverse to capture > every frame to disk and am attaching my two source files. Two buttons "Start > Capturing" and "Stop Capturing" control the capture process. (Images are > saved to the folder "C:/CaptureHelloUniverse". Please, someone, let me know > if I am doing something wrong or try the program out on your computers to > see if it works better on your systems. The boolean variable useIOThread in > CaptureCanvas3D can be changed and the program recompiled to change from > handling the IO in the same thread as postSwap or in a different thread. > > Thanks, > > > Raffi > > _______________________________________________________________________ Yahoo! Encontros O lugar certo para encontrar a sua alma g�mea. http://br.encontros.yahoo.com// =========================================================================== 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".
