Well I tryed the ScribbleDemo.java sample and It seems to be a little bit slow, I'm using j3d 1.2.1 (it take some visible time to see the lines drawed by the mouse when the button is released)
I tryed to create an app with a box and some overlay using overlayBase class but I have certainly forgotten to do someting to have it working (never had the overlay)
So I changed the paint method in ScribbleOverlay to draw some text and lines moving each time the mouse was clicked.
It's slow and I'm afraid that I can not use this system in my app because there are lots of things
Do you have a suggestion to help me please ?
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Justin Couch <[EMAIL PROTECTED]> wrote:
David Yazel wrote:
> I have not played much with the graphics 2d system in Java3d. When I tried
> it 2 years ago it wasn't working very well.
Yes, and by Sun's own admission, the performance is fairly horrible.
Note that they recommend creating your own image, fetching the
Graphics2D context from that, drawig to the image and then blitting the
image using the drawImage call of the Canvas3D's Graphics instance. In
1.3 they did a lot of performance work to optimise the blit path so that
this has far less performance impact than it used to.
A second option, as used by the RasterTextLabel is to use Raster
objects. These are a little more flexible than just straight 2D calls in
that they move with the scene graph so if you want labels that stuck to
a certain part of your sphere, they work well.
> We do all our overlays with 3d geometry and have been pretty happy with it.
> Here is an example:
>
> http://www.magicosm.net/screenshots/cosm740.jpg
>
> I think the j3d.org has an overlay system which was originally based on our
> work, but it may have been compeltely replaced by now, not sure.
Some bits remain the same, some have changed. A lot of work that I've
done recently on them is to remove a lot of the cruft. I found there
were a lot of calls in Dave's code that did nothing so I cleaned out a
lot of that and I also changed around the window management code. Dave's
code was ripped from his game where he had an internal event delivery
system (that looked remarkably like the Windows Message Queue system)
and did a lot of the window calculation and event delivery directly.
This was causing a lot of problems running with a system that didn't hav
a lot of these pre-defined or you wanted to use alternative layout
mechanism so I stripped and rebuilt that part of the code. There are now
separate window managers, layout managers and overlays so you can piece
together the bits you need for a particular application. The current
architecture looks a lot like the X Window System architecture. It's
also really stable and we've been using it on a bunch of different
applications recently. If you're at Siggraph I should be able to demo a
few of these to you.
--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler http://www.yumetech.com/
Author, Java 3D FAQ Maintainer http://www.j3d.org/
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Neither man nor woman is the measure of all things. Every organism
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