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/
>
>
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