The FAQ is slightly out of date on this issue. The Java 3D 1.1
implementation had a bug that prevented the readRaster operation from
working on the Solaris Java 1.2 production version. This bug has been
fixed in Java 3D 1.1.1. However, you still need to call readRaster
from postSwap.
--
Kevin Rushforth
Java 3D Team
Sun Microsystems
[EMAIL PROTECTED]
>Date: Wed, 31 Mar 1999 09:27:27 -0800
>From: Eric Hawthorne <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: [java3d] Capturing stills from Java3D
>
>In the Java3D FAQ, a method is mentioned for capturing still (rendered)
>images from Java 3D.
>However, it states that this method, based on overriding the postSwap()
>method, DOES NOT
>WORK in the Java 1.2 production release that uses native threads.
>
>So my question is: Does anyone have any suggestions as to how else to
>capture still images
>from Java3D? A requirement is that the image has been fully rendered
>each time it is captured.
>
>If I don't care about getting every single canvas image through time,
>could I just
>read the canvas's getGraphics() at any old time, assuming that double
>buffering will
>ensure I don't get any partially rendered scenes?
>
>One thing that I need is to be able to request a view platform
>position/orientation change, then
>to reliably capture the image after the change has been rendered.
>Would putting some kind of notifier in an overridden paint() method of
>my own subclass of
>Canvas3D work? What are the gui-threading issues here?
>
>Please excuse if questions are out to lunch. I've read the faq and some
>of the specs but I'm
>new to Java3D.
> Eric
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