Hi
  More importantly the rendering thread can be 1/2 way through drawing
something, you come along and move the object, but it's already drawn
some parts (sub nodes maybe), and then it draws the next part in the new
position and it all looks fairly horid, when I was using timers instead
of behaviors I got all sorts of nasty looking effects, video tearing,
models comming apart on some frames etc etc, now imageine you are using
a texture by referenace and you update it whilst it's being rendered,
nasty effects all over the place :), if you must use timers (or have
some other input that gets processed) sync it with a behavior that
checks. I have in my project a TransformGroupUpdaterBehavior, which does
what it says, it sits in the scenegraph and you tell that the new
transform3D, then it wakes up on frames(0) and updates the real
transformGroup with the new transform3D, just to sync the tree updates
with rendering.

HTH

Jez
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>>>> Piriyakala Suresh <[EMAIL PROTECTED]> 10/06/03 01:10PM >>>
> Hi,
> Has anyone used Timers instead of Behaviors? Any performance
> improvement?
> Anyone used javax.swing.Timer? Does it work real time? What will happen
> if we use both Timers and Behaviors in a project? How will the
> scheduling be done?
> Thank you for your help.
>
> Regards,
> Priya

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