Re: [JAVA3D] heavy calculation between frames

2003-10-15 Thread tiagoscalheiros
Hallo, When i want to render a onscreen canvas i use the command renderOnce() to make sure that the frame that i want is rendered. If i use an offscreen canvas i use the comand waitForOffScreenRendering(); the explication in the java 3d API: http://java.sun.com/products/java- media/3D/forDevelope

Re: [JAVA3D] heavy calculation between frames

2003-10-15 Thread Ewan Borland
myCanvas.waitObject.wait(); Hope it helps, Ewan - Original Message - From: "Chris Ender" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, October 15, 2003 1:20 PM Subject: [JAVA3D] heavy calculation between frames > Hi Java 3D fans > > I do a si

Re: [JAVA3D] heavy calculation between frames

2003-10-15 Thread Jeremy Booth
Hi Look at the WakeupOnElapsedFrames behavior, it's easy to put one in your scene and the call the heavyCalculation from there. Cheers Jeremy -- Homepage: http://www.computerbooth.com/ Codepage: http://www.newdawnsoftware.com/ ==

[JAVA3D] heavy calculation between frames

2003-10-15 Thread Chris Ender
Hi Java 3D fans I do a simulation. The calculation takes about a second and the rendering about 0.5 to 10 seconds. that is how it is done in a Thread so far: in Thread.run(): canvas.stopRenderer(); heavyCalculation(); canvas.startRenderer(); //wait try { Thread.yield(); Thread.sleep(500