Marco, If you perform both updates in the same behavior, Java3D should apply both changes in the same frame. However I have found some inconsistency with this, such as Appearance objects taking 2 frames to update and Geometry and Textures taking only one frame. For these situations you must use a WakeOnElapsedFrames and wake on two consecutive frames to perform the modifications, so they both appear in frame 3.
-mike -----Original Message----- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] On Behalf Of Marco Sent: Tuesday, August 24, 2004 7:15 AM To: [EMAIL PROTECTED] Subject: [JAVA3D] Flickering of overlapping Shape3Ds during animation One Shape3D is moved by modification of a TransformGroup. The other one is modified by a Behavior object by updating the coordinates of the underlying TriangleArray. Java3D seems to - move the first Shape3D - render the scene - update the geometry of the second Shape3D - render again So the first rendering causes the scene to appear "wrong", the second one to appear "right", and the two alternaing states cause some flickering in the areas where the Shape3Ds overlap for a short time. Does anybody know how to avoid this sort of flickering? Is there any way to prevent Java3D from rendering as long as the scene is not in a 'valid' state? Thanks for your efforts! =========================================================================== 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". =========================================================================== 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".