[JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread David
We do our view changes and animations per frame, using elapsed time to calculate rotations in degrees/sec and movements in meters/sec. That way our scene stays consistant even if frame rates drop. But I had long felt things were not as smooth as they could be and never looked into it until now.

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread John Wright
Dave, Switch to Linux? {grin} If I'm not mistaken the timer for DOS (hence Win9x) is once every 18.2 seconds. Thus the timer has a resolution of 55 ms. So unless you switch operating systems (or write your own timer in native code) you won't get better resolution. If someone else knows an alt

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread John Owen
Java3D is in desperate need of a high precision micro timer. I have mentioned this to a couple of the Java3D team but they don't seem to think it is important as I haven't noticed it on the list of features for the next release. This isn't that difficult a feature to implement since all the native

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread Daniel Selman
John, Dave, If you are running on Windows NT (I hope you are!) you can access the underlying "high performance" timer, which has an accuracy of several nanoseconds. Unfortunately Java does not do this by default on NT so you are stuck with the default timer (GetTickCount). On Windows NT I believe

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread Joerg 'Herkules' Plewe
> Dave, > > Switch to Linux? {grin} Yes, 1ms resolution there. Still very bad I think. I remember working on a flightsim where 1ms resolution in time (win MM timers) was far too coarse and caused weird effects. I think a new time interface is needed desperately. WinXX allows to measure time far

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread Joerg 'Herkules' Plewe
Hi! Well, having the same problem I can tell you that currentTimeMillis() really sucks and that there seems to be no way around that (except thinking of JNI hacks). I attached a TimerAccuracy class that shows timer resolution. My experienced values are 50-60ms on Win9x 10-12ms on WinNT 1-2ms on

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread David
What about the javax.media stuff? http://java.sun.com/products/java-media/jmf/2.1/apidocs/javax/media/SystemTi meBase.html They say the time is to the nanosecond precision. I don't know anything about the jmf package, isn't quite large? Transformation of observed objects seems to be ok at curr

[JAVA3D] Fun with Bounds

2001-03-04 Thread Axel Groß
Hello dear list-members, I get strange results with bounds, I'm afraid. I'd aglad if anybody could help me... (I'm using Java 1.3 and Java 3D 1.2) Problem 1: Can anybody explain this to me? or is it a bug? I tried to transform a BoundingSphere centrum with a translation, thinking it would transfo

[JAVA3D] Video Drivers - NVidia

2001-03-04 Thread John Wright
I've never heard anything bad about using the NVidia generic drivers (Detonator), but I think I should relay a personal experience. Currently I've two PCs configured with Elsa Erazor X (GeForce 256 chipset) video cards (both running Win98SE). One seems to be running fine with NVidia's Detonator

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread Marc Hernandez
On Sun, 4 Mar 2001, David wrote: > looks like at around 50 fps, I am getting 3 dups for every 1 real frame > recalc. Course everything still looks right, but I am losing 3 steps of > smoothness. > At 50 fps, I am calculating a frame every 20 ms. I thought the > System.currentTimeMillis() had a

[JAVA3D] Wakeuponelapsed frame behavior!

2001-03-04 Thread Jonathan Albert C Vallar
Hi! I have a panel that contains buttons for rotating along the + and - z,x axes. I have used the Wakeuponelapsed frame behavior listener set to 0 frames. A 0 frame means that it will listen as a new frame is drawn? And as part of it, I have another behavior that listens to a behavior with an I

Re: [JAVA3D] Newbie....geting my model into java

2001-03-04 Thread Fiasco
Your loader does the trick. However I am wanting to use Java3D in applets. I will be loading models and textures across net connections. Currently, your importer does not support this. To get around this, I digitally certified my applet. I load the model over a net connection, then save it on

Re: [JAVA3D] Java timer, frame/time based calculations

2001-03-04 Thread Fred Klingener
From: "David" <[EMAIL PROTECTED]> Sent: Sunday, March 04, 2001 12:25 PM > We do our view changes and animations per frame, using elapsed time to > calculate rotations in degrees/sec and movements in meters/sec. That way > our scene stays consistant even if frame rates drop. But I had long felt