Sorry for the confusion on this. I wasn't aware that this had been fixed.
I've updated the FAQ. Apologies all around.
Steve
Kevin Rushforth wrote:
> The FAQ is slightly out of date on this issue.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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