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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