I don't know how dynamic you want this to be, but if you are worried about the image 
buffer overflowing, you could try "dropping" captured frames if the buffer is filling 
up too quickly. Or if the screen is being transformed (rotated, etc.) by a behavior 
(not a human), then you could simply "pause" the display until each frame was written 
(or something else along these lines).

Sean


> -----Original Message-----
> From: Kasparian, Raffi J. [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 16, 2002 12:33 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Capturing the Canvas3D Image
> 
> 
> Alessandro,
> 
> Thanks, I hadn't considered buffering them to an array and 
> writing them
> later because I anticipate having so many images that all my 
> available RAM
> would disappear. However, I will try it right now for a 
> relatively small
> number of images and see if it improves the problem. I'll 
> post the results
> to this list.
> 
> Raffi
> 
> -----Original Message-----
> From: Alessandro Borges [mailto:[EMAIL PROTECTED]] 
> Sent: Tuesday, July 16, 2002 2:21 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Capturing the Canvas3D Image
> 
> 
> 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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