----- Original Message ----- From: "Nikolai V. Chr." <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, August 21, 2002 12:43 PM Subject: [JAVA3D] Why does animation with Alpha always take 100% CPU usage??
> Why does Alpha always take 100% CPU usage?? It's not Alpha that's the hog. It's the issue Interpolators. They're built to wakeup every frame, at which point, they check the elapsed time via the system clock, get an interpolated value (from Alpha), and then set their target in accordance with that. The free-running 100% CPU-hogging is characteristic of the Behaviors set to wakeupOnElapsedFrames(0). > This is really annoing, and makes it hard to navigate our universe > because the CPU (> 1000MHz) is bugged down, due to some simple animations.. It's not hard to write your own clocks with special delay characteristics or interpolators better matched to your performace needs. Almost a year ago, I posted a comparison of some of the approaches at www.BrockEng.com/VMech/Time/Clocks.htm Java 3D's time management has advanced quite a bit since then, and most of the assertions I make and conclusions I draw there are now either obsolete or moot, but the Summary table does include pointers to example applets and their source for various clocks and interpolator approaches, all built as alternative drives for HelloUniverse's spinning cube. I really have to get back and bring that page up to sdk1.4 and j3d1.3, but there's been a lot of other stuff going on. :-( My preferred simulation clock, the one I find gives me sufficient control over time and appears to be reasonably platform-independent is described at: www.BrockEng.com\VMech\Time\PlanJ\Clocks.htm hth, Fred Klingener Brock Engineering =========================================================================== 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".
