Hi Alejandro,

now you have seen, what causes my headache.
I did what Mark Hood suggested and added the stars to a backgroundnode, this
works fine. But for other things i need, this is no solution.
The other suggestion was to switch to another (HiRes-) locale and reparent
the objects. I did'nt tried this yet, but i believe that this could lead to a
fair amount of switching wich implies lots of transformations (if many
objects in scene).
I just can't believe, precision of double  is'nt sufficient for the given
testcase (but obviously i'm wrong).
If you or somebody else got an idea, what the cause of error is (and where
exactly it occors), i would be happy, to hear about it.

-emanuel


> Emanuel,
> Yes, I see the jitter now. It starts well before 1.000.000.
> But at this range is noticeable at every key press.
> Alejandro
>
> > -----Original Message-----
> > From: Discussion list for Java 3D API
> > [mailto:[EMAIL PROTECTED]]On Behalf Of Emanuel Brzostowski
> > Sent: Sunday, November 17, 2002 7:36 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] no Sync when using Behavior processStimulus (some
> > code
> >
> >
> > Hi Alejandro,
> >
> > move a bit farther away (on my system the jitter starts VERY noticable
> at
> > around 1.000.000 units in z dir)
> >
> > plz try again
> > (maybe its just my system)
> >
> >  -emanuel
> >
> > > Hi Emanuel,
> > >
> > > I do not see anything happening when I hit the keys.
> > > Attached is the snapshot.
> > >
> > > Alejandro
> > >
> > > > -----Original Message-----
> > > > From: Discussion list for Java 3D API
> > > > [mailto:[EMAIL PROTECTED]]On Behalf Of Emanuel
> Brzostowski
> > > > Sent: Sunday, November 17, 2002 7:20 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: Re: [JAVA3D] no Sync when using Behavior
> > processStimulus (some
> > > > code
> > > >
> > > >
> > > > Hi Alejandro,
> > > >
> > > > i think, the package-info in the first line of the sources is wrong
> > > > ( package jittertest; )
> > > > try remove it and recompile, i think it should work then
> > > >
> > > >  -emanuel
> > > >
> > > > > After compiling, this is the exception I get when I run your code:
> > > > >
> > > > > Exception in thread "main" java.lang.NoClassDefFoundError:
> > testJitter
> > > > > (wrong
> > > > > name: jittertest/testJitter)
> > > > >         at java.lang.ClassLoader.defineClass0(Native Method)
> > > > >         at java.lang.ClassLoader.defineClass(Unknown Source)
> > > > >         at
> > java.security.SecureClassLoader.defineClass(Unknown Source)
> > > > >         at java.net.URLClassLoader.defineClass(Unknown Source)
> > > > >         at java.net.URLClassLoader.access$100(Unknown Source)
> > > > >         at java.net.URLClassLoader$1.run(Unknown Source)
> > > > >         at
> > java.security.AccessController.doPrivileged(Native Method)
> > > > >         at java.net.URLClassLoader.findClass(Unknown Source)
> > > > >         at java.lang.ClassLoader.loadClass(Unknown Source)
> > > > >         at
> > sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
> > > > >         at java.lang.ClassLoader.loadClass(Unknown Source)
> > > > >         at java.lang.ClassLoader.loadClassInternal(Unknown Source)
> > > > >
> > > > > Why is it happening?
> > > > >
> > > > > Alejandro
> > > > >
> > > > > > -----Original Message-----
> > > > > > From: Discussion list for Java 3D API
> > > > > > [mailto:[EMAIL PROTECTED]]On Behalf Of Emanuel
> > > Brzostowski
> > > > > > Sent: Friday, November 15, 2002 9:23 PM
> > > > > > To: [EMAIL PROTECTED]
> > > > > > Subject: 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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