Ah, now I understand what you are after. Yes, I believe that one of the
responses from the Java3D team will be what you are after. They
mentioned creating an off-screen renderer. On-screen rendering will
never work for you because on-screen can never do that resolution.
I think you have to do some math... decide what size image you want (in
inches), then multiply that by your desired resolution (800dpi), and
that's the size of the offscreen renderer you want.
I'll bet that the off-screen rendered image will still say that it is
72dpi, but again you can use it at the 800dpi because it does have the
pixel information.
What size (inches) image are you after anyway? Anything more than a
couple inches and it's going to be a huge off-screen renderer.
For that kind of quality, people normally use something like 3D studio
to do high-quality frame-by-frame renderings. Java 3D is more of an
on-screen real-time renderer. You obviously don't want real-time. On
the other hand, maybe you just want really nice print-outs of your
Java3D app. Depends on what you want. ;)
-Lee
> -----Original Message-----
> From: Ashley Martin [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, March 14, 2001 8:52 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] How to create a jpeg file through the canvas
>
>
> We want very high resolution images for printed versions in JPEG. And
> resolution so becomes an important concen for us. When u
> poof it to 800 dpi
> directly from 72 dpi your are not adding any information. You
> can always get
> the resolution down when you have a high resolution image and get the
> desired effect. Do u know of some method to take high
> resolution outputs?
> will appreciate it .
> Regards
> Ashley.
>
>
> >From: "J. Lee Dixon" <[EMAIL PROTECTED]>
> >Reply-To: Discussion list for Java 3D API
> <[EMAIL PROTECTED]>
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] How to create a jpeg file through the canvas
> >Date: Wed, 14 Mar 2001 07:32:49 -0500
> >
> >Well, dpi doesn't really mean anything. If I take an 800x800 72dpi
> >image and say it is 1x1 inches, then *poof* it's 800 dpi. Typically,
> >ppl use 72dpi images for screen display because that's about
> what your
> >monitor can display.
> >
> >Is DPI really a concern to you? Number of pixels is really
> all you have
> >control of. Why do you want 800 dpi?
> >
> >-Lee
> >
> > > -----Original Message-----
> > > From: Ashley Martin [mailto:[EMAIL PROTECTED]]
> > > Sent: Tuesday, March 13, 2001 2:24 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [JAVA3D] How to create a jpeg file through the canvas
> > >
> > >
> > > Say I am using the NCSA portfolio to grab 2D jpeg images.
> > > When I check the
> > > resolution of the images they are only 72 dpi. I need to grab
> > > them at say
> > > 800 dpi. Can I do anything like this.
> > > Ashley .
> > >
> > >
> > >
> > > >From: Doug Twilleager <[EMAIL PROTECTED]>
> > > >Reply-To: Doug Twilleager <[EMAIL PROTECTED]>
> > > >To: [EMAIL PROTECTED]
> > > >Subject: Re: [JAVA3D] How to create a jpeg file through
> the canvas
> > > >Date: Tue, 13 Mar 2001 11:17:17 -0800
> > > >
> > > > >
> > > > >> understand the documentation, particularly the
> > > distinction between
> > > > >> postSwap() and postRender().
> > > > >
> > > > >postRender is after the 3D graphics rendering has finished and
> > > > >postSwap() is after any other composition might be
> > > finished. Effectively
> > > > >postSwap() is the last thing to occur before the
> > > background buffer is
> > > > >blitted to the screen.
> > > > >
> > > > >
> > > >
> > > >Not quite. postRender() is called when all geometries
> in the scene
> > > >graph have been rendered. This is the last chance for
> an application
> > > >to render into the back buffer before the back buffer is
> swapped into
> > > >the front buffer. postSwap() is called after the back
> > > buffer has been
> > > >swapped into the front buffer. Since readRaster() may
> only read the
> > > >front buffer, all image capture features need to be done in
> > > postSwap().
> > > >
> > > >Doug Twilleager
> > > >Sun Microsystems.
> > > >
> > > >=============================================================
> > > ==============
> > > >To unsubscribe, send email to [EMAIL PROTECTED] and
> > > include in the body
> > > >of the message "signoff JAVA3D-INTEREST". For general help,
> > > send email to
> > > >[EMAIL PROTECTED] and include in the body of the
> message "help".
> > >
> > > _________________________________________________________________
> > > Get your FREE download of MSN Explorer at http://explorer.msn.com
> > >
> > > ==============================================================
> > > =============
> > > To unsubscribe, send email to [EMAIL PROTECTED] and
> > > include in the body
> > > of the message "signoff JAVA3D-INTEREST". For general help,
> > > send email to
> > > [EMAIL PROTECTED] and include in the body of the
> message "help".
> > >
> >
> >=============================================================
> ==============
> >To unsubscribe, send email to [EMAIL PROTECTED] and
> include in the body
> >of the message "signoff JAVA3D-INTEREST". For general help,
> send email to
> >[EMAIL PROTECTED] and include in the body of the message "help".
>
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com
>
> ==============================================================
> =============
> To unsubscribe, send email to [EMAIL PROTECTED] and
> include in the body
> of the message "signoff JAVA3D-INTEREST". For general help,
> send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
>
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".