Michael,

  I am sorry if  miss the point, but I guess
WakeupOnElapsedFrames is not a good option as behavior
wake up criterion for off-screen rendering. I think
off-screen rendering are done as a passive operation,
i.e., a external call asks the rendering. And the On
screen rendering are active, i.e., the rendering will
be done anyway at X frames per second.
 Maybe a WakeupOnElapsedTime fits better, but you must
check if there is a rendering on process - a try/catch
for RestrictedAccessException may help as well calls
to isRendererRunning() method.
 And you always had the option to extend Canvas3D and
its methods as preRender, postRender,postSwap, etc.
You do not have to call then directly since the above
methods are called by the J3D renderer. But you can
use then to control, as how many frames are rendered,
etc.

Not sure if it helps you, but...

Obs.: some notes about timers:
* Windows XP/2K timers has 10ms of precision. This
means something around 100FPS. Unix/Linux has better
precision: 2-5ms.
* J3DTimer is great, but it is for Windows o.s. It may
fail under Linux.

Alessandro


 --- Michael Pfeiffer <[EMAIL PROTECTED]> escreveu:
> Hi,
>
> I'm working with several off-screen canvases
> containing interpolators
> which require a WakeupOnElapsedFrames stimulus. But
> after the canvases
> work in off-screen-mode, this WakeupCriterion never
> works. My question is:
> Is there a possibility to simulate a frame-switch
> manually for every call
> of renderOffScreenBuffer() or do I have to trigger
> these Behaviors
> manually (or using an other WakeupCriterion)? The
> Canvas3D-methods
> postRender(), postSwap() and preRender() look like
> they could fit my needs
> but the specification says, they don't have to be
> called from an
> application directly.
>
> Michael
>
> --
> http://java3d.virtualworlds.de
> http://www.3dchat.org - Welcome to the unreal world!


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