Just as an experiment, I used org.j3d.ui.ImageCaptureCanvas3D to
"capture" TextureTest from the java3d demos at 1024x768. I actually
had two versions, one where I registered a CapturedImageObserver,
and one where I didn't. Comparing the profiles of the two showed
that the cpu cost of the postSwap()
You don't mention what resolution your image is. Are you trying to
capture a 1024x768 image and compress it to JPEG in "real time" (not
likely to work on current hardware). Perhaps writing to another
(non-compressed) format would be able to sustain a faster rate and/or
reduce the size of your ima
A3D] Video Saving from
Java3D
Hi
All,
Currently I am working on video saving from Java 3D. My Solution is add
a behavior to the view transform group and schedule it to process every 50 ms,
for example. Every time the behavior wakes up, it calls the canvas' off-screen
r
Title: Message
Hi
All,
Currently I am working on video saving from Java 3D. My Solution is add a
behavior to the view transform group and schedule it to process every 50 ms, for
example. Every time the behavior wakes up, it calls the canvas' off-screen
render method to render the current s