----- 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".

Reply via email to