I undestand... Can you send me working sources of this application to let me run it in my computer and perfom some experiments?
Vladimir A. Vernikovski Programmer ------------------------------------------- JPROOF Technologies Ltd. ----- Original Message ----- From: "Jeremy Booth" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, June 03, 2003 2:44 PM Subject: Re: [JAVA3D] OrderedGroup and transparency > Hi > I guess I didn't explain well enough what I'm doing. I have a 3d world that > contains transparent objects, these interact with each other as expected (most > used to simulate lights/lens flare), then I am creating a HUD close to the > viewer. The hud is designed to accept multiple levels and each one being > transparent, for example, the farthest layer might contain a dial and then one > closer level contains the pointer for that dial, so only a small image is > updated at each frame. > I have tried 2 methods, one where each layer is a separate 3d plate that gets > drawn on to, but this introduces more possibilities for the models in the game > world to come through the back plates on the HUD, the other is using an ordered > group to force the farthest components to be rendered first. With the ordered > group, any transparent components in the HUD block out transparent objects in > the 3d world. example, I have an FPS counter that has a semi transparent (0.5 > alpha) background, when using an ordered group when my light effects pass behind > this component the covered pixels are not rendered, other non transparent > objects in my scene are fine. when using a Branchgroup the light effects can > still bee seen through the FPS counter, along with all other objects. Using an > ordered group or a branch group for the HUD (nothing in the 3d world is in this > group), when one light effect passes behind another light effect they have an > additive effect and cause 'pretty lights' > > There are some screen shots at http://www.computerbooth.com/j3d/Hud%20samples/ > > The basic scene is a red test grid and an FPS counter in the HUD layer, and then > a set of ships and lights in 3d space, the lights are a transparent object using > OrientedShape3D place at the coordinates of a way point they AI ships fly around. > > http://www.computerbooth.com/j3d/Hud%20samples/BranchGroup%20-%202%20components.jpg > > This shows what happens when a branchgroup is used, the light effect can be > seen, but the FPS counter is now hidden by the test grid because the rendering > order is not correct > > http://www.computerbooth.com/j3d/Hud%20samples/OrderedGroup%20-%20FPS%20and%20star.jpg > > This shows how with an OrderedGroup the transparent HUD components block the > pixels of the transparent world objects > > http://www.computerbooth.com/j3d/Hud%20samples/OrderedGroup%20-%20two%20components.jpg > > This shows the correct HUD layering with the FPS counter over the test grid, > this is using an orderedGroup just with the HUD components > > http://www.computerbooth.com/j3d/Hud%20samples/Two%20stars.jpg > > This shows the two light effects working together > > -- > > Homepage: http://www.computerbooth.com/ > Code page: http://www.newdawnsoftware.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".
