The point of this thing is to create a smiluated real-time mini navigation
map of a 3D maze in the top right corner of the active Canvas3D. I think the
easiest and most accurate way of doing so is by creating a textured plane
and by applying an image taken from an offscreen Canvas3D every X
milliseconds. Here's what I've got so far...

Ok, I've managed to create a textured plane and a custom behavior that
WakeUpOnElapsedTime to take a screenshot from an offscreen Canvas3D (with a
seperate ViewingPlatform and Vierwer reserved just for that Canvas3D) and
apply it to the textured plane. There are two problems with this solution:

1) When calling the offScreenCanvas.renderOffScreenBuffer() method, the
texture isn't updated. I have to refresh the ImageComponent2D of the
Texture2D manually by calling
mapPlane.getAppearance().getTexture().setImage(0, screenshotBuffer) -> even
though it's the same ImageComponent2D that's used as the OffScreenBuffer of
the Canvas3D;

2) Everytime a screenshot is taken, the normal Canvas3D's animation grinds
to a halt and makes the overall animation extremely choppy.

Does anyone have any solutions or explanations on why this is happening? I
saw that SUN makes explicit calls to renderOffScreenBuffer() in the
postSwap() method of their custom Canvas3D and it seemed to be somewhat less
choppy...

Any help is greatly appreciated, I'm supposed to get this thing to work by
Monday! ;oP

===========================================================================
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".

Reply via email to