At 17/01/2003 10:05:00, you wrote:
>About
>>First it was taking 100% of my CPU even when not touching any
>> button ...
>
>There is workaround:
>simpleUniverse.getViewer().getView().setMinimumFrameCycleTime(10L);
>
> It drops CPU usage to a acceptable low level.
>10L -> up to 100FPS
>15L -> up to  66 FPS
>20L -> up to  50 FPS
>
>I guess 10L is good number for unix/win2K, and 15-20 for Win98.
>
>Alessandro
I knew it was there but could not find it back.. Was about to ask. :)
Well, tried it, and for standard case, it seemed to work nice.
But, i have a simple scene with a single object rotating slowly. i wanted to cap
the rotation to 5FPS, as it is not important, and i don't want it to take the whole 
CPU.
I had the 5FPS, but it took 100%CPU anyway. Removing the RotationBehavior changed
to a real FPS and low processor usage.
Anyone has a trick to really cap a Canvas3D to a certain maximum FPS?
Or maybe i should do a SleepBehavior that has a ElapsedFrame criterion of 0 ....

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