Hi,

No I have experienced the problems you describe. The only
thing that have caused me problems was swing bug when using
javaw. This bug causes drawing problems for components that
are not double buffered, and I guess some of your symptoms
might be from that or similiar bug.

Apart from that it seems to be working to good, I guess I must
have missed something :-)

Best Regards,

Roger Berggren


ZACZEK, MARIUSZ P. (JSC-DM) (NASA) wrote:

>I was wondering if you found any problem like excessive repaint time, per
>chance? I have not compared your
>version yet with the one I have tried but mine would have a wierd repaint
>issue...when, for example, I moved the
>windows off the screen and then moved it back (canvas3d with Swing panel),
>the Swing window would take a few
>seconds to repaint before any of the buttons were available for
>clicking...I
>don't know if this is a problem with
>Swing per se but I did notice that when trying this on another computer
>with
>linux and the old java 3d the repaint
>was not noticeable....so I can't tell what is going on with that.  I'll try
>to check my code again and compare
>it to your method and see what happens though...thanks for including the
>code.
>
>   Mario
>
>Mariusz Zaczek
>NASA - Johnson Space Center
>Automated Vehicles and Orbit Analysis / DM35
>Flight Design and Dynamics Division
>Mission Operations Directorate
>Bldg: 30A     Room: 3048B
>
>Disclaimer: "The opinions, observations and comments expressed in my email
>                   are strictly my own and do not necessarily reflect those
>of NASA."
>
>
>-----Original Message-----
>From: Roger Berggren [mailto:[EMAIL PROTECTED]]
>Sent: Tuesday, October 08, 2002 12:48 AM
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Overlay using Canvas3D.getGraphics, sucess story
>
>
>Hi,
>
>I know this is an old thread, but I just thought I would share
>my successful implementation of overlays using getGraphics.
>
>When using the code below, overriding repaint, I cannot
>see any noticeable flickering on my machine. I guess if
>the drawing takes to long, the scene might start flickering,
>but for simpler overlays this code seems to work very well.
>
>public class OverlayCanvas extends Canvas3D
>{
>  public OverlayCanvas(GraphicsConfiguration configuration)
>  {
>    super(configuration);
>  }
>
>  public void postSwap()
>  {
>      Graphics2D g = (Graphics2D) getGraphics();
>
>      g.setColor(Color.red);
>      g.setStroke(dashed2);
>      g.drawRect(xStart, yStart, width, height);
>
>      // This call is made to compensate for the javaw
>      // repaint bug, ...
>      Toolkit.getDefaultToolkit().sync();
>    }
>  }
>
>  // Overriding repaint makes the worst flickering dissapear
>  public void repaint()
>  {
>    Graphics2D g = (Graphics2D) getGraphics();
>    paint(g);
>  }
>
>  // Paint is also overridden to compensate for the
>  // javaw repaint bug
>  public void paint(Graphics g)
>  {
>    super.paint(g);
>    Toolkit.getDefaultToolkit().sync();
>  }
>}
>
>Best regards,
>
>Roger Berggren
>
>
>Doug Twilleager wrote:
>
>
>
>
>In other words... what, if any, drawbacks now exist to implementing
>
>
>
>overlays
>
>
>
>in 2d rather than in 3d?
>
>
>
>
>
>
>
>If by 2D, you mean standard Java 2D rendering commands, the biggest
>
>drawback is synchonization.  Java 2D will always render into the front
>
>buffer, and it may not flush its rendering after every request.  The end
>
>result is some very ugly flickering.  The right solution is for the 2D
>
>API's to learn about the back buffer.  Unfortunately, that is a very
>
>painful thing to do across all the platforms we support.
>
>
>
>Doug Twilleager
>
>Java 3D Team
>
>Sun Microsystems
>
>
>
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>
>
>
>
>
>
> - att-1.htm
>

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