Hi,
could you please be more specific?
Your comment does'nt tells me, if it is speculation or an error you found. I
would be happy, if you give me a hint in the latter case.

thx
 -emanuel

> 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
> >>
> >>
>
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> >
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>
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