Title: RE: [JAVA3D] .3ds files

I wasn't aware of that, and I'm darned excited to find out (gears are turning)!

That would let me find a part of a loaded 3DS file that uses transparent textures it's group name (specially named using some hueristic like an underscore), rather than making every applying transparency attributes to every part of the transformgroup that the loader brings in.  Would also be much faster to traverse than recursing the whoe transgroup. (Remember that conversation guys?)

Thanks, I have some new things to look at now...

Scott


-----Original Message-----
From: John Wright [mailto:[EMAIL PROTECTED]]
Sent: Monday, May 06, 2002 12:50 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] .3ds files


Paul, yes, thank you for the reminder.  Scott, is there any reason why
this doesn't work for you?

- John Wright
Starfire Research

Paul Byrne wrote:
>
> Hi John,
>
> I thought you already populated the Loader's NamedObjects hashtable with
> the name->scene graph node mapping.
>
> If you don't then I think that would be a better solution than
> populating the userdata objects. It will certainly be more efficient for
> apps to locate nodes this way, rather than having to traverse the
> scene graph.
>
> Rgds
>
> Paul
>
> ----------------------------------------------------------
> Paul Byrne                      Email : [EMAIL PROTECTED]
> Sun Microsystems                Phone : (650) 786 9926
> Visualization Software Group    Fax   : (650) 786 5852
> ----------------------------------------------------------
>
> >Date: Mon, 06 May 2002 09:45:32 -0500
> >From: John Wright <[EMAIL PROTECTED]>
> >Subject: Re: [JAVA3D] .3ds files
> >To: [EMAIL PROTECTED]
> >MIME-version: 1.0
> >Content-transfer-encoding: 7bit
> >X-Accept-Language: en
> >Delivered-to: [EMAIL PROTECTED]
> >
> >No promises but I'll try to look at adding the group name as userdata
> >"soon".
> >
> >- John Wright
> >Starfire Research
> >
> >> "Smith, Daniel" wrote:
> >>
> >> Not loading lights themselves, loading objects that may *need* a light
> >> added, like a torch, a campfire, a shrine, wall sconce lighting in a
> >> dungeon, etc.
> >>
> >> We dynamically load object type and location info from the server, so
> >> it's difficult to identify things like lights and such... if a
> >> transform group had the group name from Max, we could get the it's
> >> location from the transform group, and lighting type(ex.,
> >> LIGHT_TORCH), and add the light ourselves.
> >>
> >> With the group name available in the userData field, we could identify
> >> these special objects, and handle them properly, like adding a light,
> >> handling opacity-based transparent textures, identifying the upperleg
> >> group of a model for skeletal animation, etc.
> >>
> >> Though, loading lights directly from the model would be interesting,
> >> and possibly handy. But I agree--it might be difficult to match the
> >> intensity, falloff, etc.
> >>
> >> Well, that's *my* wishlist anyway! Any bones you throw at us John is
> >> appreciated, but I'll still be using the loader in the meantime =D
> >>
> >> Scott
> >>
> >> -----Original Message-----
> >> From: John Wright [mailto:[EMAIL PROTECTED]]
> >> Sent: Monday, May 06, 2002 9:15 AM
> >> To: [EMAIL PROTECTED]
> >> Subject: Re: [JAVA3D] .3ds files
> >>
> >> We could add support for lights into our loader, but I don't
> >> understand
> >> why you'd want to import lights from a 3DS scene.  I've not looked at
> >> what light info 3DS exports so it's highly likely that imported lights
> >>
> >> wouldn't match the original anyway.
> >>
> >> - John Wright
> >> Starfire Research
> >>
> >> > Hubinette Per wrote:
> >> >
> >> > What is the best loader for .3ds files. I would like to use these
> >> > files in my Java 3d application. I would like a loader that can
> >> handle
> >> > lights. Have anyone used any of these loaders?
> >> >
> >> > thanks in advance
> >> > -Per
> >>
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