well, solved my FPs capping rotation.
Changed the global FPS capping to cap only the interpolator, this way, i have fast 
immediate interaction
with components, but the continuously rotating objects take about nothing. (at 10 FPS)
Too bad we can't set the type of wakeup criterion for behaviors. Will report that, 
because the hack below
has a side effect, it creates garbage for the unused criterion created.
For those interested, here is the source of the small hack:


public class CappedFPSRotationInterpolator extends javax.media.j3d.RotationInterpolator
{
        int wait;

        public CappedFPSRotationInterpolator(Alpha alpha, TransformGroup target)
        {
                super(alpha, target);
                wait=1;
        }

        public CappedFPSRotationInterpolator(Alpha alpha, TransformGroup target, 
Transform3D axisOfTransform, float minimumAngle, float maximumAngle)
        {
                super (alpha, target, axisOfTransform, minimumAngle, maximumAngle);
                wait=1;
        }

        public void processStimulus( java.util.Enumeration enumeration )
        {
                super.processStimulus( enumeration );
                wakeupOn( new WakeupOnElapsedTime( wait ) );
        }

        public int getFps()
        {
                return wait/1000;
        }

        public void setFps(int fps)
        {
                this.wait = 1000/fps;
        }

}

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