something wrong with your program. -----Message d'origine----- De : Emanuel Brzostowski <[EMAIL PROTECTED]> � : [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date : samedi 16 novembre 2002 03:23 Objet : Re: [JAVA3D] no Sync when using Behavior processStimulus (some code
>Hi > >I see my argumentation was a bit short-sighted. >The samplecode is in the attachment, hope this helps. > >> You might be able to use the Background node as a workaround >Maybe for this case i used in my sample (Stars in the Background), but there >are other things in my application, which can't be done this way, so leading >me to the same problems. >I already thought about using locales too, and i surely will have to use >them, when i start to model bigger parts of the cosmos. > >- emanuel > >> > Date: Fri, 15 Nov 2002 14:21:18 +0100 >> > From: Emanuel Brzostowski <[EMAIL PROTECTED]> >> > >> > > Moving both viewplatform and object by similar transform will degrade >> > > quality. You should try to keep all objects as close to center as >> > > possible - within 100000 units let say. >> > >> > Exatly this is the point! The only transform i apply is a transform to >> the >> > viewplatform: >> > viewTransform.mul(moveTrans); >> > >> > If we talk about precision, this is the only point, where precision may >> play >> > a role. The multiplication is only numeric, so errors will surely occur >> and >> > accumulate over time. BUT after this, i do no more transformations, i >> just >> > take the translational part out of the viewtransform (-matrix) and >> rebuild my >> > objecttransform: >> > viewTransform.get(viewTranslation); >> > StarsTransform.setTranslation(viewTranslation); >> > StarsTransformGroup.setTransform(StarsTransform); >> > viewTransformGroup.setTransform(viewTransform); >> > >> > So in turn i should have two transforms with should be equal (at least >> in the >> > translational parts). (In fact i tested it, objecttransform and >> > viewtransform ARE equal the whole time in my testcase.) So even if >> java3d >> > would use integers internally, after all the transforms are the same ;) >> >> Because this is a scenegraph, the view transform has to be inverted and >> multiplied with the object transform to get the transform from object >> coordinates to view platform coordinates (and from there to eye >> coordinates and >> projection/clipping coordinates). But since the view and object >> transforms are >> just translations, Java 3D should recognize that all it needs to do is >> subtract >> the translation components. >> >> Bottom line, we can't tell from the code snippets and description you >> provided >> whether this a user error, a problem with scene graph update >> synchronization, a >> transform problem, or some inherent precision limitation. Send us a small >> but >> complete test application that reproduces the problem and we'll be able to >> investigate further. >> >> You might be able to use the Background node as a workaround -- it was >> designed >> to eliminate translation effects, rendering the Background geometry "at >> infinity". And as you noted, the problem is only with large distances, so >> you >> might consider keeping your objects closer to the origin, or investigate >> the >> use of multiple Locales with different origins in high-resolution >> coordinates. >> >> -- Mark Hood >> >> >=========================================================================== >> 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". >> > >-- >+++ GMX - Mail, Messaging & more http://www.gmx.net +++ >NEU: Mit GMX ins Internet. Rund um die Uhr f�r 1 ct/ Min. surfen! =========================================================================== 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".
