I agree with Nikolai, but I am not sure if just setting
wakeupOnElapsedFrame with passive = true will solve the 100% CPU usage
problem.

Seens the frames elapsed becouse behavior waked-up and the behavior wakeup
becouse frames elapsed.
I think this is kind of dead-lock, maybe in the inverse mode, using more cpu
resources.
(like a dog trying to bite his own tail hehehehe)

I re-wrote HelloUniverse using a 2 new versions of RotateInterpolator (both
using a new TransformInterpolator):
one using wakeupOnElapsedFrame and the other using wakeupOnElapsedTime.
Using wakeupOnElapsedFrame version under Win2k I found 100% CPU usage, and
using wakeupOnElapsedTime version (Win2K again) I found very low CPU usage.

Maybe I wrote it wrong, or maybe I am not using wakeupOnElapsedFrames
correctly, but if I am right wakeupOnElapsedFrames(0) uses more CPU cycles
than expected or needed. And, in this case, may we need behaviors with
wakeupOnElapsedFrame(0), active, without waisted CPU cycles.


I pass the word to jedi masters over here ;)

Alessandro

related bug :
http://developer.java.sun.com/developer/bugParade/bugs/4774349.html




----- Original Message -----
From: "Nikolai V. Chr." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 16, 2002 4:21 AM
Subject: [JAVA3D] Reopen bug 4774349


> Somebody please help me convince the Java3D team that  4774349 IS a bug.
> You can go read the comment below the bug I just wrote.
>
> There is no workaround. (except accept the native interpolators are
> useless and make complete new library ourselves)
>
> This bug is often the bottleneck in our application.
>
> I feel its a very important bug.
>
> Please help me convince them...and please go vote for it also.
>
> Regards
> Nikolai
>
>
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