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 -- Homepage: http://www.computerbooth.com/ Codepage: http://www.newdawnsoftware.com/ >>>> 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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".