I'm doing that in my application (java pool game)

Take a look at it, and let me know if what I did will solve your problem,
then I'll send you some piece of code.

http://www.geocities.com/calzada_us/Billard3D/Pool.html
<http://www.geocities.com/calzada_us/Billard3D/Pool.html>


Regards,
Franck


                -----Original Message-----
                From: Discussion list for Java 3D API
<[EMAIL PROTECTED]>@SUNGARD On Behalf Of "Mr H. Morgan"
<[EMAIL PROTECTED]>
                Sent: Tuesday, December 16, 2003 7:08 PM
                To: [EMAIL PROTECTED]
                Subject: Re: [JAVA3D] How do you open a number of
Canavas3D's?

                Hi All,

                I am having all sorts of problems with opening a number of
Canvas 3D's on
                a particular setup of machine.  I think it is to do with the
graphics card
                / driver (ATI Radion 7500).  It could be the same on the
Radion 9000
                mobility (I did not have long to plat with one, but it
looked the same).
                I have tried a load of combinations of driver and graphics
library, and
                seem to get different behavior with each, but very few
really work.  I
                have tried to summarise it below.  Has anyone else run into
similar
                problems?  Does not one else use multiple canvases, or am I
doing anything
                stupid.  I would really appreciate any help.

                Definitions below, results here

                One window, multiple canvases -

                Old Driver, Open GL, Works fine with test case, but does not
display a
                scene if it has more than about 80 rectangles.  May be my
codes problem.

                New Driver, Open GL, Hangs JVM when it displays more than
about 7 or 8
                canvases

                New Driver, Direct X, Works fine, but generates an error
when it displays
                more than 7 or 8 canvases, once from each canvas more than 7
or 8 [1].

                [1] Fail to create hardware D3D Device, switch to use
reference
                rasterizer. - D3DERR_INVALIDCALL

                Old Driver, Direct X, Works with up to 6 canvases, 7
canvases crashes the
                JVM, then when you close the window you get a blue screen of
death
                (KMODE_EXCEPTION_NOT_HANDLED?).  I can get it to not crash
windows by
                opening it through another java app, then I get a D3D error
[2], again
                when it gets to about 7 - 8 canvases.

                [2] Fail to lock Vertex Buffer - D3DERR_DRIVERINTERNALERROR

                Multiple windows -

                Plain OGL, New Driver, gets slow with 3 window, grinds to a
halt at 4
                windows open

                Plain OGL, Old Driver, no noticable slowdown with 24 windows
open

                Java 3D, OGL, New driver, works fine with 25 windows

                Java 3D, OGL, Old Driver, 8 windows OK, if you open 9 you
get a BSOD when
                you close one

                Java 3D, D3D, New driver, works fine with 20 windows, but
you get the
                error [1]

                Java 3D, D3D, Old driver, When you open you open the fifth
window, the
                canvas is copletely shot.  No error message, and when you
close a window
                you get a BSOD.

                Java 3D Open GL and Direct X versions, both 1.3.1
                Test case is the HelloUniverse demo added a number of times
to one frame
                Plain Open GL, the code from
                http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=02
running via
                cygwin.
                Graphics card  Radion 7500 AGP (0x5157)
                New Driver - 6.14.10.6396 (latest, date 9/30/2003)
                Old Driver - 5.13.1.6043 (dated 3/5/2002)
                OS Windows 2000


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