Hi,

Do you have, by any chance, some performance results - in frames per
second - of using overlays in 2D instead of 3D ?

In the applications I'm developing, I started using the 2D approach
(postRender, Paint, etc etc) and then I switched to 3D elements, and I
obtained (consistently) better performance with 3D.

Thanks

Carlos

Roger Berggren wrote:

> 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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>>
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>>
>>
>>
>>
>>
>>
>> - att-1.htm
>>
>
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