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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