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
>
>

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