Kevin,
===
Btw, the default values in Java 3D
1.2_beta1 use a physical resolution of 90dpi, or 0.0254/90.0
meters/pixel.
===
The result of calling:
int nHorzRes = ::GetDeviceCaps( ::GetDC( NULL ), LOGPIXELSX );
int nVertRes = ::GetDeviceCaps( ::GetDC( NULL ), LOGPIXELSY );
On Windows 98 returns 96 pixels per inch for both X and Y. Is there some
reason you picked 90? (Solaris?)
The physical size of the screen can be retrieved using:
int nHorzSize = ::GetDeviceCaps( ::GetDC( NULL ), HORZSIZE );
int nVertSize = ::GetDeviceCaps( ::GetDC( NULL ), VERTSIZE );
(on my system 270 by 203 mm).
Sincerely,
Daniel Selman
[EMAIL PROTECTED]
http://www.tornadolabs.com
--
Kevin Rushforth
Graphics System Software
Sun Microsystems
[EMAIL PROTECTED]
>Date: Wed, 29 Dec 1999 11:09:32 -0800
>From: Doug Gehringer <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Model Aspect Ratio
>To: [EMAIL PROTECTED]
>
>> From: Dean Keeler <[EMAIL PROTECTED]>
>>
>> I have an application that creates a virtual world using a vrml file. I
need
>> to run it on a system that uses a 2 monitor display. Using a 2 monitor
>> display I can set my display resolution to 2048 x 768. When I run my
>> application on this system, the model aspect ration when the view is
rendered
>> is changed and causes the model to appear short and wide. When i run my
>> application on a single monitor display, the model uses the correct
aspect
>> ratio and the model looks fine. Does the view somehow use the aspect
ratio of
>> the display resolution? Can anyone help me with this or give me any
ideas?
>
>
>I believe this is a known bug, fixed in J3D 1.2 beta.
>
>It may be possible to work around this problem by setting the physical
screen
>size in Screen3D to match your "wide" monitor. You can either measure the
>actual size, or assume a 0.25mm / pixel size and set the
>
> width = 2048 pixels * 0.25 mm/pixel * 1m / 1000mm = 0.512m
> height = 768 pixels * 0.25 mm/pixel * 1m / 1000mm = 0.192m
>
>
>Doug Gehringer
>Sun Microsystems
>
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