Re: [JAVA3D] Compiling

2004-03-18 Thread "Scfer, Peter"



http://gcc.gnu.org/java/
 
be aware, 
however, that it can't compile AWT and Swing code,
and I strongly 
doubt that you can compile the Java3D libraries.

 
 

http://www.excelsior-usa.com/jet.html
 
Jet claims to 
"support" AWT and Swing, but they can't compile it, either
 -Original Message-From: 
Dirk L. van Krimpen [mailto:[EMAIL PROTECTED]Sent: Donnerstag, 
18. März 2004 10:40To: 
[EMAIL PROTECTED]Subject: [JAVA3D] 
Compiling

  
  Probably not 
  the right discussion list for this, but some time ago I heard about 
  compiling
  the java source 
  resulting in real bit-code (like C++) instead of interpreting resulting in 
  partly
  readable code. Would 
  really appreciate just a hint from somebody where to find more 
  info
  on this. Thanks 
  in advance.
   
  Dirk
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Re: [JAVA3D] Java3D on linux (RH9.0)

2004-03-11 Thread "Scfer, Peter"
Works fine for me (currently Suse 9.0, Sun JDK 1.4.2, Blackdown Java3D
1.3.1)

What's your problem ?

> -Original Message-
> From: Adnan Vora [mailto:[EMAIL PROTECTED]
> Sent: Donnerstag, 11. März 2004 17:26
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Java3D on linux (RH9.0)
> 
> 
> Hi all,
> 
> Not sure if this is the right group for this post, but has anyone
> managed to get a working version of Java3D on a linux system. 
> I'm having
> problems getting Java3D (version 1.3) to run on my linux system using
> JDK 1.4.2.. as far as i know, i do have all the libraries etc. that
> blackdown lists as "required"..
> 
> btw. the cause of the error i get is mentioned in the Java3D 
> FAQs as due
> to an "old" version of JDK (before 1.2).. clearly thats not true in my
> case.. besides the FAQ is dated 1999.
> 
> Any one who has managed to pull it off? Appreciate the help
> 
> Adnan.
> 
> ==
> =
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Re: [JAVA3D] Distributing Java3D applications for the Mac

2004-02-18 Thread "Scfer, Peter"
On Windows, you can pack these files into your installer:

 j3dcore.jar, j3daudio.jar, j3dutils.jar, vecmath.jar
 J3D.dll, J3DUtils.dll, j3daudio.dll

Load the DLL files with System.loadLibrary(), or set java.library.path
appropriately.
Same on Linux, only with *.so files.

I guess that it could be similar on Mac OS X. But I don't know if it's legal
!

> -Original Message-
> From: Jason Cheatham [mailto:[EMAIL PROTECTED]
> Sent: Mittwoch, 18. Februar 2004 17:49
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Distributing Java3D applications for the Mac
>
>
> To distribute our application, I've created an executable jar
> file that
> assumes Java3D is installed on the Mac, but I was wondering if it's
> possible to include the Java3D library files in the install
> directory, so
> that Java3D wouldn't have to be installed.  Is this possible?
>
> Thanks,
>
> Jason Cheatham
>
> ==
> =
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Re: [JAVA3D] Canvas3D incompatible with card-layout?

2003-12-08 Thread "Scfer, Peter"
I also have a Canvas3D inside a CardLayout and it works fine for me.

I have setDoubleBuffered(false) and setOpaque(true).
Don't know if this has any relevance for your problem, but maybe it helps...

> I am having some trouble with the canvas. I put the canvas
> inside a JPanel with a cardlayout, and select another card to
> be in front. Then I add the JPanel to a visible component.
>
> The trouble is: the Canvas3D now shows in front, no matter
> which card I ask to see. This happens only for 20 seconds or
> less depending on the speed of the computer, after that it works fine.

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[JAVA3D] Transparency and DirectX

2003-10-30 Thread "Scfer, Peter"





I have some
trouble creating a partially transparent object with Java3D for
DirectX:
 
    TransparencyAttributes ta = new
TransparencyAttributes(TransparencyAttributes.FASTEST,
0.5f);

 
However, the
resulting object is completely transparent (i.e. invisible)
!
I also tried
other tranparency modes (NICEST, BLENDED), with the same
result.
The object has no
texture, only diffuse and ambient color.
 
Is there a
problem with DirectX, or am I missing something ?
 
 
 
 
 
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Re: [JAVA3D] Working whit byte problem

2003-09-11 Thread "Scfer, Peter"



 
java.lang.System.arraycopy()    is 
similar to memcpy()
java.util.Arrays    
contains more Utilities
 
to concatenate 
arrays, you have to allocate a new one and copy the contents; just like in 
C.

  -Original Message-From: hterrolle 
  [mailto:[EMAIL PROTECTED]Sent: Donnerstag, 11. September 2003 
  12:25To: [EMAIL PROTECTED]Subject: [JAVA3D] 
  Working whit byte problem
  Hi,
   
  I know it is not the best place to ask this. But i do not 
  know any other were people answer.
  I got a problem working with byte type in JAVA. i am use to 
  C.
   
  So i like to crete a struc 
              
  byte toto
              
          byte[]  size    = 
  new byte[10];
              
          byte[]  data    = 
  null; 
  and i would like to copy this structure into another byte[]. 
  but i find out that we cannot concatenate byte.
  and i did not find any method that allow me to copy into 
  bytte[]. I do not want to use String to byte because of the problem of decode 
  and coding. i findout that there is some trouble with it (back slash into 
  blank).
   
  Does some one could tell me how to do this:
   
              
  copy the size into the byte[] then adding the data to the same 
  byte[].
              how 
  to extract the 10 first byte from the byte[]
   
  i really do not know how to solve this problem in 
  JAVA.
   
  One small example would be so nice
   
  Thanks
          
  Herve=== 
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Re: [JAVA3D] Install Program

2003-08-21 Thread "Scfer, Peter"
> -Original Message-
> From: ZACZEK, MARIUSZ P. (MARIO) (JSC-DM) (NASA)
> [mailto:[EMAIL PROTECTED]
> Sent: Mittwoch, 20. August 2003 21:03
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Install Program
>
>
> what do you mean you "can't execute your own code"???!?!?
>
> Yes, you absolutely can...I have used that version and you can
> bundle your own code with it and run it.

didn't express myself clearly ;-)
with the commercial edition, you can include custom code to be executed
during the installation process.
this is lacking in the free edition, but you can -of course- install and run
Java programs.

-- Peter

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Re: [JAVA3D] What do you want/need from Java3D?

2003-08-20 Thread "Scfer, Peter"
I'm using Java3D for a spare time project:
http://jose-chess.sourceforge.net.
Having no background in 3D programming, I found Java3D an excellent
framework for learning without having to delve into OpenGL, etc.
I can't speak for professional graphics programmers, but J3D is the choice
for hobby programming. And you get the additional bonus of platform
independence.

I have no specific demands for future development, but seeing J3D wither
away would be really a pity.
It doesn't really matter if the sources remain closed or open, but I would
strongly recommend (given the complexity of the project) a profesional
guidance (maybe you, Justin ?).
Also Blackdown seems to have some competence in Java3D.

Dropping DirectX in favor of OpenGL might be worthwile. It would open the
way for a layered architecture (which other posters have already suggested).

-- Peter

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Re: [JAVA3D] Install Program

2003-08-20 Thread "Scfer, Peter"
Install Anywhere has a free edition, called Install Now.

It has not all features of the commercial edition
(e.g. you can't execute your own code) but it works
pretty well. For example, you can bundle a complete JRE with
your installer (including J3D, if you wish).

-- Peter

> -Original Message-
> From: Silvano Maneck Malfatti [mailto:[EMAIL PROTECTED]
> Sent: Dienstag, 19. August 2003 18:56
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Install Program
>
>
> I need a program like the Install Anywhere, but it must be free.
>
>
> Anybody knows where I can get It?
>
>
>
> Thank you..
>
>
> /*
> SILVANO MALFATTI
> COMPUTER SCIENCE - URI University
> HOME - http://www.urisan.tche.br/~smalfatti
> /
>
>
>
>
> -
> URI - Campus de Santo Angelo-RS
> http://www.urisan.tche.br
>
> ==
> =
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Re: [JAVA3D] 3d Games with Java3D too slow?Is there a native code compiler that works with Java3d?

2003-08-14 Thread "Scfer, Peter"
> > I try to make a 3D-Game with Java3D. Some people say Java’s 
> too slow for
> > a good 3dGame.
> 
> Hi,
> my advice is not to trust too much these rumors.
> Newest JVMs are very fast.
> Benchmarks are not "the truth", but I think are much better 
> than rumors
> 

I agree with you. Java performance is good enough for decent GUIs.

Just for curiosity: has somebody managed to compile Java3D to native code ?
AFAIK, JET and GCJ are not able to handle AWT and I would guess that the
same 
is true for Java3D.

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Re: [JAVA3D] Lessons Learned

2003-08-14 Thread "Scfer, Peter"
> -Original Message-
> From: William Denniss [mailto:[EMAIL PROTECTED]
>
> >
> > What about Blackdown ? They should have pretty good insight into the
> > complexities of Java3D.
> > Are they interested in developing it further ?
>
> But the problem is that Blackdown only runs on linux which
> menas you loose the
> benifit of J3D being cross platform.  Depending on your
> target audience, but
> if you are aiming at the average consumer most of them use
> Windows (a pity,
> yes) so they need to be catered for.
>

When I was asking about Blackdown, I didn't mean to restrict Java3D to the
Linux platform.
I just suggested that they would probably be competent to lead an open
source process.
Provided, of course, that Sun is willing to open source Java3D; which is
hypothetical, at the time.

-- Peter

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Re: [JAVA3D] Lessons Learned

2003-08-14 Thread "Scfer, Peter"
> -Original Message-
> From: Paul Pantera [mailto:[EMAIL PROTECTED]

> ...  Perhaps they will
> eventually decide to make Java 3D open source.  However, be
> careful what you wish for.  The Java 3D source is huge and
> complex.  There are native sections for Solaris, Windows/OpenGL,
> and Windows/Direct3D, plus common code.  I don't know how you'd
> open source a build process that requires different pieces of
> the code be built on different machines running different
> operating systems.

What about Blackdown ? They should have pretty good insight into the
complexities of Java3D.
Are they interested in developing it further ?

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Re: [JAVA3D] Performance on Linux

2003-08-10 Thread "Scfer, Peter"
Following is an excerpt from nvidia's installation note. Maybe it helps...
If you forgot to modify the config file, you might still be running software
rendering.


__

(sec-03) EDITING YOUR XF86CONFIG FILE
__
...
If you already have an XF86Config file working with a different driver
(such as the 'nv' or 'vesa' driver), then all you need to do is find
the relevant Device section and replace the line:

Driver "nv"
(or Driver "vesa")

with

Driver "nvidia"

In the Module section, make sure you have:

Load   "glx"

You should also remove the following lines:

Load  "dri"
Load  "GLcore"

if they exist.  There are also numerous options that can be added to
the XF86Config file to fine-tune the NVIDIA XFree86 driver.  Please see
Appendix D for a complete list of these options.

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[JAVA3D] Jose Chess Database

2003-07-21 Thread "Scfer, Peter"



 
please have a
look at
 
   
jose-chess.sourceforge.net
 
it's a Chess
Database including 3D chess board.
 
Have Fun,
Peter
 


Re: [JAVA3D] How to quit programmatically?

2003-06-03 Thread "Scfer, Peter"
AFAIK, it is sufficient to call
   SimpleUniverse.removeAllLocales()
that should clean up all J3D resources.

I don't think that the J3D threads need
to be shut down explicitly (supposing that
they are deamon threads).


> -Original Message-
> From: Dola Woolfe [mailto:[EMAIL PROTECTED]
> Sent: Sonntag, 1. Juni 2003 11:30
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] How to quit programmatically?
>
>
> Hi,
>
> This is probably an FAQ, but I can't seem to find the
> answer.
>
> I would like to understand the loop that's "driving"
> Java3D. In particular, how do I stop it
> programatically so my program can quit w/o a
> System.exit() call? Can you point me to a source that
> talks about clearing Java3D resourses (such as
> removing locales, etc).
>
> Thank you very much!
>
> Dola
>
> __
> Do you Yahoo!?
> Yahoo! Calendar - Free online calendar with sync to Outlook(TM).
> http://calendar.yahoo.com
>
> ==
> =
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Re: [JAVA3D] [Linux] How to create CD bundled JRE + Java3D for L inux?

2003-03-18 Thread "Scfer, Peter"
InstallAnywhere is nice, but I think the original question was asking for a
Demo CD, not an installer.

However, I don't see a reason why you can't put a Linux JRE on CD. Just make
sure that you include the J3D stuff (jre/lib/ext, jre/lib/i386) and write a
shell script to start your application. It's much the same as with Windows.

-- Peter

> -Original Message-
> From: ZACZEK, MARIUSZ P. (MARIO) (JSC-DM) (NASA)
> [mailto:[EMAIL PROTECTED]
> Sent: Montag, 17. März 2003 19:58
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] [Linux] How to create CD bundled JRE + 
> Java3D for
> L inux?
> 
> 
> I would strongly recommend InstallAnywhere 5 Now 
>   http://www.zerog.com/downloads_05.html
> 
> 
> Here are the VMS (Java Virtual Machine packs) for the various 
> operating 
> systems: http://www.zerog.com/downloads_02c.html
> 
> These VMS are put into the "C:\Program Files\InstallAnywhere 5
> Now\resource\installer_vms" directory of the install.
> 
> I believe InstallAnywhere 5 Now comes with a basic java vm but you
> may need the Java3D vm which you can get from Jeremy Booth's website:
> http://www.newdawnsoftware.com  --> Resources (Install 
> Anywhere VM packs)
> 
> The program is very very easy to use, and I've made several installers
> with it.
> 
> 
> TWOCOWS review:  http://linux.tucows.com/system/preview/224946.html
> 
> 
>Mario 
> 
> Mariusz Zaczek 
> NASA - Johnson Space Center 
> Automated Vehicles and Orbit Analysis / DM35 
> Flight Design and Dynamics Division 
> Mission Operations Directorate 
> Bldg: 30A Room: 3040A
> 
> Disclaimer: "The opinions, observations and comments 
> expressed in my email 
>  are strictly my own and do not necessarily 
> reflect those of
> NASA." 
> 
> 
> 
> 
> -Original Message-
> From: Alessandro Borges [mailto:[EMAIL PROTECTED]
> Sent: Monday, March 17, 2003 11:53 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] [Linux] How to create CD bundled JRE + Java3D for
> Linux?
> 
> 
> Hi,
> 
> I know how to build a Java/Java3D application bundled on CD 
> for Windows
> plataform:
> I create a complete JRE enviroment in the CD, plus Java3D 
> jars & dlls,  my
> application's jars and extra resource (images, vrml, obj, etc.).
> A simple runme.bat in the root starts the my demo application 
> using the JRE
> already installed in the CD.
> Ok. Works fine.
> 
> But how can I do the same thing for Linux OS?
> Is It possible?
> The ideia is to provide a demo application ready to run from a CD,
> targetting several OSs.
> 
> Any coment will be welcome.
> Of course, I check the JRE & Java3D licenses, and it is 
> legal, if I respect
> some rules as described there.
> 
> Alessandro Borges
> 
> __
> _
> Busca Yahoo!
> O serviço de busca mais completo da Internet. O que você 
> pensar o Yahoo!
> encontra.
> http://br.busca.yahoo.com/
> 
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Re: [JAVA3D] [ANNOUNCE] Java3D 1.3.1-beta for Linux/i386

2003-03-17 Thread "Scfer, Peter"
Good news indeed.

Does anyone know why the requirements mention JDK 1.4.1 ?
(I'm just being curious)

-- Peter

> -Original Message-
> From: Alessandro Borges [mailto:[EMAIL PROTECTED]
> Sent: Sonntag, 16. März 2003 17:37
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] [ANNOUNCE] Java3D 1.3.1-beta for Linux/i386
> 
> 
> This is very good news ;-)
> Linux  is growning quickly here...
> 
> Alessandro
> 
> Juergen Kreileder escreveu:
> 
> >The Blackdown Java-Linux Team is happy to announce the 
> availability of
> >Java3D 1.3.1-beta for Linux on ix86:
> >
> >The Java 3D API enables the creation of three-dimensional graphics
> >applications and Internet-based 3D applets. It provides high-level
> >constructs for creating and manipulation of 3D geometry and building
> >the structures used in rendering that geometry. With this software,
> >you can efficiently define and render very large virtual worlds.
> >
> >Requirements and installation instructions can be found at
> >http://www.blackdown.org/java-linux/java2-status/README-3D131
> >
> >Please choose one of our FTP mirrors
> >(http://www.blackdown.org/java-linux/mirrors.html) for downloading.
> >
> >Documentation for the Java3D 1.3.1-beta API can be downloaded from
> >http://developer.java.sun.com/developer/earlyAccess/java3D/index.html
> >
> >General information about Java3D and demos are available from
> >http://java.sun.com/products/java-media/3D/index.html
> >
> >
> >Blackdown Java-Linux Team
> >
> >--
> >Juergen Kreileder, Blackdown Java-Linux Team
> >http://www.blackdown.org/java-linux.html
> >
> >=
> ==
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> >
> >
> >
> 
> 
> __
> _
> Busca Yahoo!
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> pensar o Yahoo! encontra.
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Re: [JAVA3D] Java and C++

2003-03-17 Thread "Scfer, Peter"
Runtime.exec()

> -Original Message-
> From: Jack Gundrum [mailto:[EMAIL PROTECTED]
> Sent: Montag, 17. März 2003 15:46
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Java and C++
> 
> 
> Does anyone know how to launch a C++ executable file from a 
> Java3D app?
> I am using Linux and would like to pass a arg and then launch 
> the C++ exe
> from my Java3D app.  I found Runtime.getRuntime().load(name)?
> 
> 
> Jack S. Gundrum
> Visualization Group
> Research Support
> Academic Services and Emerging Technology Systems
> Information Technology Services
> Penn State University
> 
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> 

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Re: [JAVA3D] Is Java3D going to be end-of-lifed?

2003-02-26 Thread "Scfer, Peter"
> -Original Message-
> From: Kristof Decloedt [mailto:[EMAIL PROTECTED]
> Sent: Mittwoch, 26. Februar 2003 11:03
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Is Java3D going to be end-of-lifed?
>

...

> Third, with increasing BW, and people downloading GB of
> MP3's, don't tell me that downloading J3D is unacceptable

I think people are reluctant about downloading programs from the web
because of security issues.
Of course, you and I know that Java is not a security problem at all,
but tell this to public ...

> I think, especially in this time, it's THE time for SUN to
> boost J3D a bit, and stress the reduced labor cost...
>

The biggest boost for Java3D would be if Sun included it in their JRE
and then Microsoft will be forced to distribute it ;-)
(I'm just being a bit optimistic ;-)

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Re: [JAVA3D] Java 3D or GL4Java

2003-02-26 Thread "Scfer, Peter"
> Hardware compatability:
>
> There are two aspects here. Firstly, both Java 3D and GL4Java support
> OpenGL so they should both be happily compatiable with the hardware
> avaiable at the moment (platforms and cards). However, the
> extensions to
> GL (the cool features that you see in games) will appear in
> Java 3D much
> more slowly than in GL4Java. GL4Java simply follows the GL
> spec. Java 3D
> has to find an abstract way of supporting the new features without
> breaking their current "model". I don't envy the developers
> this task :)
>

At this point, Java3D could gain A LOT if they opened up their low-level
interfaces.

Then programmers would have a choice: an easy-to-use high level interface,
plus access to low level OpenGL features (for those that are willing to use
it).

In a way, Java3D would incorporate the advantages of both models.
I don't know if this is easy to do, but I think many people would appreciate
it.

-- Peter

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Re: [JAVA3D] Java 3D or GL4Java

2003-02-26 Thread "Scfer, Peter"
>
> - Original Message -
> From: "Hong Cao" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, February 25, 2003 2:15 PM
> Subject: [JAVA3D] Java 3D or GL4Java
>
>
> > Hi, All,
> >
> > Anyone ever used both Java3D and GL4Java from
> > http://www.jausoft.com/gl4java/. Which one is better in performance?
>
> Java3D

Are you sure ?

I remember reading a post in this forum that favors GL4Java in performance.
Which is not surprising, as GL4Java is an OpenGL interface while Java3D
provides
much more high-level functionality.

-- Peter

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Re: [JAVA3D] Java3D on Linux

2003-02-06 Thread &quot;Scfer, Peter"
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On Thursday 06 February 2003 08:45 am, you wrote:
> >   Java3d runs great on Linux, that's what I do.
>
...
>   We've noticed very few (mostly driver bugs) differences
> between the OpenGL
> version on linux and the OpenGL version on windows.  However,
> we noticed
> pretty large differences between the OpenGL version and the
> DirectX version,
> again mostly related to transparency or texture blending.  We
> only support
> our application on the OpenGL version for this reason.

Could you please be more specific on that point ?

I have made the contrary experience: it looks good on DirectX
but there are flaws when running with OpenGL, and even more with
OpenGL and Linux.

However, I have no clue about the cause of the differences.

-- Peter

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Re: [JAVA3D] Java3D on Linux

2003-02-06 Thread &quot;Scfer, Peter"
I have SuSE Linux 8.1, nvidia GeForce 2 GTS, latest drivers.

Java3D runs stable but with some optical bugs (missing textures,
strange clipping errors) compared to the DirectX version.

I have not yet found out if this is a problem with my code,
or with J3D, or with nvidia's OpenGL driver.

-- Peter

> -Original Message-
> From: Sean Sylvis [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 5. Februar 2003 20:15
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Java3D on Linux
>
>
> I am thinking of switching to a Linux development machine and
> was wondering what people's experiences were like working
> with Java3D on Linux.
>
> Sean
>
> ==
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>

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Re: [JAVA3D] advice and tips on a tree - more questions

2003-02-03 Thread &quot;Scfer, Peter"
Sounds like a front clipping problem.

There are two solutions:
(1) don't move the camera so close
(2) adjust the front clipping distance: View.setFrontClipDistance()
but be sure to read the paragraph about front/back clip ratio

Actually, you find similar effects in many commercial 3D games, too ;-)

-- Peter

> -Original Message-
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
>
> I just found another strange problem with my tree texture
> mapping. When a
> tree get very close to the viewer, it becomes transparent and
> the trees
> behind it actually show through its trunk. Please see the
> image I attached.
> Could you please help me to figure out why?
>
> Thanks in advance!
> Lan
>
>
> Lan Wu-Cavener
> Dept. of Landscape Architecture
>

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Re: [JAVA3D] advice and tips on a tree

2003-01-31 Thread &quot;Scfer, Peter"
> 2. Use two textures, one greyscale specifying alpha values
> that you use to
> create a texture in ALPHA format, and that one you combine /
> modulate with
> the original rgb texture. In that case, both textures can be
> in jpg format,
> first as grayscale, second as rgb. Your graphic card must
> support at least
> two texture units.
>

I think it's easier to do it with one texture (from a PNG file).

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Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree

2003-01-31 Thread &quot;Scfer, Peter"
I would recommend PNG.
It has an alpha channel and can be loaded by J3D (you don't need JAI).
To save transparent PNGs in Photoshop, try using "Save For Web" (instead of
"Save As").

-- Peter


> -Original Message-
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Sent: Freitag, 31. Januar 2003 15:23
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree
>
>
> I have used gif, jpg and png. All of them are generated from
> Photoshop 6.0
> using transparent background and with an alpha channel added.
> The things
> that I am not sure is when saving the image to the format
> mentioned above,
> the alpha channel option is grayed out (deactivated). This
> may mean that
> the alpha is taken out after saving.
>

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Re: [JAVA3D] mirroring problem

2003-01-06 Thread &quot;Scfer, Peter"
I'm using simply
setCullFace(PolygonAttributes.CULL_FRONT);
there's no need to manipulate the geometry.
If you're using directional lights, you have to mirror the light sources,
too.

And then you have to make sure that the original lights will only affect the
original objects,
and the mirrored lights will only affect the mirrored objects:
DirectionalLight.setInfluencingBounds(...)
(if you forget this, the mirrored objects will be lighted by both light
sources).

Hope this helps,
Peter

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 2. Januar 2003 21:35
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] mirroring problem
>
>
> I try to mirror one element along Z axis. I made it with such a matrix
>
> 1 0 0 0
> 0 1 0 0
> 0 0 -1 0
> 0 0 0 1
>
> The problem is, after mirroring, culling behavies exactly
> oposite to its
> expected behaviour: back side of polygons is seen and front side not.
> Additionaly, light source seens to light in opposite direction too.
>
> I tried to negate normals, without efect.
> Only if I disable culling it all polygons are seen, but lighting works
> still incorrect.
>
> Please try test programm, it is one half of the cube.
>
>
> import java.awt.GraphicsConfiguration;
>
> import javax.media.j3d.AmbientLight;
> import javax.media.j3d.Appearance;
> import javax.media.j3d.BoundingSphere;
> import javax.media.j3d.BranchGroup;
> import javax.media.j3d.Canvas3D;
> import javax.media.j3d.ColoringAttributes;
> import javax.media.j3d.DirectionalLight;
> import javax.media.j3d.LineArray;
> import javax.media.j3d.Material;
> import javax.media.j3d.PolygonAttributes;
> import javax.media.j3d.QuadArray;
> import javax.media.j3d.Shape3D;
> import javax.media.j3d.Transform3D;
> import javax.media.j3d.TransformGroup;
> import javax.swing.JFrame;
> import javax.vecmath.Color3f;
> import javax.vecmath.Matrix4d;
> import javax.vecmath.Point3d;
> import javax.vecmath.Vector3d;
> import javax.vecmath.Vector3f;
>
> import com.sun.j3d.utils.behaviors.keyboard.KeyNavigatorBehavior;
> import com.sun.j3d.utils.universe.SimpleUniverse;
>
> public class MirrorTest extends JFrame {
>
> private static Point3d x0y0z0 =new Point3d(0,0,0);
> private static Point3d x0y0z1 =new Point3d(0,0,1);
> private static Point3d x0y1z0 =new Point3d(0,1,0);
> private static Point3d x0y1z1 =new Point3d(0,1,1);
> private static Point3d x1y0z0 =new Point3d(1,0,0);
> private static Point3d x1y0z1 =new Point3d(1,0,1);
> private static Point3d x1y1z0 =new Point3d(1,1,0);
> private static Point3d x1y1z1 =new Point3d(1,1,1);
>
> public MirrorTest(){
> setDefaultCloseOperation(EXIT_ON_CLOSE);
> GraphicsConfiguration config =
> SimpleUniverse.getPreferredConfiguration();
> Canvas3Dcanvas3D = new Canvas3D(config);
> getContentPane().add(canvas3D);
>
> SimpleUniverse universe = new
> SimpleUniverse(canvas3D);
>
> universe.getViewingPlatform().setNominalViewingTransform();
>
> //prepare custom Geometry
> QuadArray geometry = new QuadArray(3*4,
> QuadArray.COORDINATES | QuadArray.NORMALS);
> boolean negateNormalsX = false;
> boolean negateNormalsY = false;
> boolean negateNormalsZ = false;
> int i=0;
> Vector3f normal;
> //z1
> normal = new Vector3f(0,0,1);
> if(negateNormalsZ) normal.z = -normal.z;
> for(int k = i; k geometry.setNormal(k, normal);
> }
> geometry.setCoordinate(i++, x0y0z1);
> geometry.setCoordinate(i++, x1y0z1);
> geometry.setCoordinate(i++, x1y1z1);
> geometry.setCoordinate(i++, x0y1z1);
> //x1
> normal = new Vector3f(1,0,0);
> if(negateNormalsX) normal.x = -normal.x;
> for(int k = i; k geometry.setNormal(k, normal);
> }
> geometry.setCoordinate(i++, x1y0z0);
> geometry.setCoordinate(i++, x1y1z0);
> geometry.setCoordinate(i++, x1y1z1);
> geometry.setCoordinate(i++, x1y0z1);
> //y1
> normal = new Vector3f(0,1,0);
> if(negateNormalsY) normal.y = -normal.y;
> for(int k = i; k geometry.setNormal(k, normal);
> }
> geometry.setCoordinate(i++, x0y1z0);
> geometry.setCoordinate(i++, x0y1z1);
> geometry.setCoordinate(i++, x1y1z1);
> geometry.setCoordinate(i++, x1y1z0);
>
>
> //make scene
> BranchGroup scene = new BranchGroup();
>
> //add navigator
>  

Re: [JAVA3D] Java3D in applets ?

2003-01-02 Thread &quot;Scfer, Peter"
> -Original Message-
> From: Marcel Schmittfull [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 2. Januar 2003 10:05
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Java3D in applets ?
>
>
> Hi,
> is it possible to use Java3D in applets ?

of course, if the client has J3D installed on his machine.
You can not pack the J3D jars into the applet, because you need
some native libraries, too.

I don't know if there is a Web Start installer for J3D,
so that the user could install it by just pushing a button ?

-- Peter

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Re: [JAVA3D] Chess Board Demo

2002-12-09 Thread &quot;Scfer, Peter"
I'm using a slightly modified version of


com.sun.j3d.utils.behaviors.interpolators.KBRotPosScaleSplinePathInterpolato
r


> -Original Message-
> From: Yu Wang [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 5. Dezember 2002 16:17
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Chess Board Demo
> 
> 
> Hello,
> 
> Could you please tell me what do you use for the viewpoint changing?
> PathInterpolator? I do not know how  to make the viewpoint move so
> smoothly. Thanks.
> 
> Sincerely Yours,
> 
> Paul Wang
> 
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]] On Behalf Of Schäfer, Peter
> Sent: December 5, 2002 6:19 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Chess Board Demo
> 
> 
> Hello,
> 
> here's a little demo applet for you to watch:
> 
> http://jose-chess.sourceforge.net/flyby0.html
> 
> [requires JRE 1.3 or later, and J3D 1.3]
> 
> You can also download
> http://jose-chess.sourceforge.net/flyby.jar
> and run it from the command line with:
> java -jar flyby.jar
> 
> Here is a screen shot:
> http://jose-chess.sourceforge.net/shot03.jpg
> 
> 
> Best Wishes, Peter
> 
> ==
> ==
> ===
> 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 
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> send email to
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> 

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[JAVA3D] Chess Board Demo

2002-12-05 Thread &quot;Scfer, Peter"
Hello,

here's a little demo applet for you to watch:

http://jose-chess.sourceforge.net/flyby0.html

[requires JRE 1.3 or later, and J3D 1.3]

You can also download
http://jose-chess.sourceforge.net/flyby.jar
and run it from the command line with:
java -jar flyby.jar

Here is a screen shot:
http://jose-chess.sourceforge.net/shot03.jpg


Best Wishes, Peter

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Re: [JAVA3D] Is this a bug in Java3D?

2002-10-24 Thread &quot;Scfer, Peter"
> -Original Message-
> From: Nikolai V. Chr. [mailto:nikolai@;IFAD.DK]
> Sent: Dienstag, 22. Oktober 2002 15:10
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Is this a bug in Java3D?
>
>
> I have a scenegraph. Somewhere in it I have a transformgroup which is
> live. Is has a child which is a branchgroup and is NOT live (did a
> isLive() and a getParent().isLive() to check).
>
> I was under the impression that anything added to a live node will
> become live itself.
>

It will become live, but not immediately after addChild().
I can not tell you when exactly the property is set,
but after the some render cylces the objects are live.

> Someone please explain this phenomenen for me. It happens
> fairly often.
> And since the branchgroup is my viewport group it a pretty
> nasty bug for me.
>
> Any suggestions?
> Nikolai
>
> ==
> =
> To unsubscribe, send email to [EMAIL PROTECTED] and
> include in the body
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> send email to
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>

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Re: [JAVA3D] Texture Loading/Choppy Frame Rates

2002-09-25 Thread &quot;Scfer, Peter"

are you using a Clip object ?

some graphic cards support only 2 clipping planes for textured objects
(4 for untextured objects).
If you have more than 2 planes the driver might
use some kind of software emulation for the remaining planes.
(that was my experience, though it had little impact on performance)

-- Peter

> -Original Message-
> From: Alex Hew [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 25. September 2002 14:02
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Texture Loading/Choppy Frame Rates
>
>
> Hi John,
>
> Thanks for the quick reply. I did as you mention, the fps
> only increased by
> 1 - 2 frames. Any other suggestion?
>
> - Alex -
> - Original Message -
> From: "John Wright" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, September 25, 2002 7:47 PM
> Subject: Re: [JAVA3D] Texture Loading/Choppy Frame Rates
>
>
> > Alex,
> >
> > The general recommendation would be to buy a reasonably modern video
> > card.  Another trick you might do is make the texture a bit less
> > demanding.  Convert the jpg to a GIF (so you are only using
> one byte per
> > pixel rather than 4 bytes per pixel), also you might
> consider reducing
> > the size of the texture (if it's 256x256 try it at 128x128).
> >
> > - John Wright
> > Starfire Research
> >
> > > Alex Hew wrote:
> > >
> > > Hi all,
> > >
> > > I have a terrain generated using the TriangleStripArray,
> and a model
> > > running on the terrain. The fps is around 52.
> > >
> > > When I set a texture to it using the code stated below,
> > >
> > > TextureLoader load = new TextureLoader("grass.jpg", null);
> > > Texture texture = load.getTexture();
> > > appearance.setTexture(text);
> > >
> > > my frame rate drops to an all time low of 10fps.
> > >
> > > Any suggestion?
> > >
> > > Thanks in advance.
> > >
> > > - Alex -
> > >
> > >
> >
> >
> ==
> =
> > 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".
> >
>
> ==
> =
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> include in the body
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> send email to
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>

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[JAVA3D] Fullscreen Mode - Help needed

2002-09-19 Thread &quot;Scfer, Peter"

Hi there !

I have some problems running Java3D in fullscreen mode with JDK 1.4.
Here is what I'm trying to do:

GraphicsConfiguration gc =
SimpleUniverse.getPreferredConfiguration();
GraphicsEnvironment ge =
GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();

JFrame window = new JFrame(null,gc);
window.setUndecorated(true);
gd.setFullScreenWindow(window);

Canvas3D canvas = new Canvas3D(gc);
// ...
SimpleUniverse universe = new SimpleUniverse(canvas);
// ...
window.getContentPane().add(canvas);

but as soon as the Java3D renderer starts, the JVM crashes:

An unexpected exception has been detected in native code outside the
VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at
PC=3D0x10003690
Function=3D[Unknown.]
Library=3D(N/A)
...
Current Java thread:
at javax.media.j3d.Canvas3D.createQueryContext(Native
Method)
at
javax.media.j3d.Canvas3D.createQueryContext(Canvas3D.java:3353)
at javax.media.j3d.Renderer.doWork(Renderer.java:392)
at javax.media.j3d.J3dThread.run(J3dThread.java:250)

Dynamic libraries:
0x7D24 - 0x7D26D000 =09C:\WINDOWS\SYSTEM\DBGHELP.DLL

Local Time =3D Wed Sep 18 21:16:40 2002
Elapsed Time =3D 9
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.4.1-b21 mixed mode)
#

can anybody give me a hint about that ?

it could as well a problem in the graphics card driver, or DirectX, or
whatever...
Here is my system configuration:

Windows ME
DirectX 8.1
nVidia GeForce2 GTS, driver version 12.41
JDK 1.4.1
Java3D 1.3 (DirectX version)

Any help is appreciated,
-- Peter

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Re: [JAVA3D] "Little" Java3D demo

2002-08-12 Thread &quot;Scfer, Peter"

very nice, indeed !

what I would like to know is how you programmed the camera movements.
Is every move hardcoded, or have you used some tool to do this ?

-- Peter

> -Original Message-
> From: Joachim Diepstraten
> [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 8. August 2002 09:40
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] "Little" Java3D demo
>
>
> Hi
>
> I just want to point you do a Java3D self-running demo which
> has been released at Assembly 2002 in Finland last weekend, this
> final version is now available at
>
> http://www.antiflash.net/java3d/wirsindraus_final.zip.
>
> Requirements are:
>
> at least J3D1.3b2, Java1.4.0, a 1 Ghz CPU, 128 MB Ram and an OpenGL1.3
> compatible card (Geforce1 or higher, ATI R7200 or higher)
>
> The source code is very likely to follow.
>
> If you experience some flickering rendering artifacts at the beginning
> this is a result of J3D1.3final (they were not visible in J3D1.3b2)
>
> EOF,
>  J.D.
>
> --
> Explore SRT with the help of Java3D
> (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
> (http://www.antiflash.net/java3d/relativity (mirror)
>
> ==
> =
> 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".
>

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Re: [JAVA3D] AW: [JAVA3D] reusing geometry?

2002-08-01 Thread &quot;Scfer, Peter"

have you tried

Shape3D.getGeometry().setDuplicateOnCloneTree(false)

before calling cloneTree() ? 
I'm not sure if it works as expected but it could be worth a try ...

-- Peter

> -Original Message-
> From: Jason Taylor [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 1. August 2002 17:41
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] AW: [JAVA3D] reusing geometry?
> 
> 
> Thanks that's what I had suspected, I knew there was a good reason why
> I'd used the Sphere primitive in the first place. Problem of leaving a
> project/api for a year then starting it again, I can't 
> remember half the
> reasons why I did bits the way I did (apart from the rather occational
> documentation :)
> 
> And to Bob, I have read the SharedGroup/Link stuff recently 
> but I think
> from my understanding all the copies are the same where as I 
> need to be
> able to pick individuals and have differant appearances randomised
> across them.
> 
> I'm running about 60-70MB with 300 spheres (each is a LOD 
> with Near: 10
> sides+Tex, Med: 8 sides+Tex and Far: PointArray size 3 AntiA) and ~200
> ships, mostly cones with simular LOD but more are now simple 
> VRML models
> at the Near range. Each has a RasterLabel in a switch (soon to have 2
> labels, one with multiline detailed info).
> 
> Get 2-20 fps on NT with ATIRage128Pro 32MB and 12-40 fps on W2K with
> GeForce3 64MB.
> 
> Cheers,
>Jason.
> 
> >>> [EMAIL PROTECTED] 01/08/2002 16:18:40 >>>
> Hi Jason,
> 
> All "primitives" defined in com.sun.j3d.util.geometry by default share
> the
> geometry! So your technique will not have any efect on the Sun's
> Sphere,
> Box, Cone, Cylinder, etc... If you want NOT to share the geometry,
> you'll
> have to use the GEOMETRY_NOT_SHARED flag in the constructor. Just read
> the
> javadoc for the abstract Primitive class.
> 
> However, if you generate your geometry "by hand", then you should call
> setDuplicateOnCloneTree(true) on your NodeComponent objects (including
> but
> not limited to Geometry) before using cloneTree(). From specs: "Leaf
> Node
> cloneTree behavior is determined by the duplicateOnCloneTree 
> flag found
> in
> every Leaf Node's component data class and by the forceDuplicate
> parameter"
> 
> Cheers,
> 
> Florin
> 
> 
> -Ursprüngliche Nachricht-
> Von: Jason Taylor [mailto:[EMAIL PROTECTED]]
> Gesendet: Montag, 29. Juli 2002 12:12
> An: [EMAIL PROTECTED]
> Betreff: [JAVA3D] reusing geometry?
> 
> 
> Morning!
> 
> I'm feeling with drawl symptoms from j3d.org already. :)
> 
> Can someone confirm for me how you go about 'reusing 
> geometry' in order
> to
> reduce memory usage.
> 
> What I've tried is;
> 
> newNode = node.cloneTree();
> newNode.setAppearance(app);
> addchild(newNode);
> 
> I had 4 basic source nodes with 3 different appearances for each to
> build
> 300 objects in my scene.
> 
> When I tried the above instead of "newNode = new 
> Sphere(...);" I didn't
> see
> any difference in the run time memory usage.
> 
> Is it because I'm using the basic Sun Sphere() ?
> 
> I couldn't find *any* examples in my collection that used "cloneTree"
> but
> that's the only function I've found that might help.
> 
> Cheers,
> Jason.
> 
> ==
> 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
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> ==
> =
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Re: [JAVA3D] Animated textures

2002-07-24 Thread &quot;Scfer, Peter"

> -Original Message-
> From: Chad Zalkin [mailto:[EMAIL PROTECTED]]
> Sent: Dienstag, 23. Juli 2002 18:47
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Animated textures
>
>
> I've yet to try this in any way, shape, or form, but I
> thought I'd see what
> everyone thinks first.
>
> I have a waterfall (right now, just a bent set of planes,
> later on to have
> particles over  the geometry to simulate it much better).  I
> want it to
> appear that the water is moving (duh).  So I'm thinking of
> changing the
> texture coordinates so that the texture moves over the
> geometry.  Is this a
> good idea?  What problems will I run into with the texture coords?
>

you could use TextureAttributes.setTextureTransform(Transform3D),
so you don't have to go through each of the coordinates.

-- Peter

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Re: [JAVA3D] Bug or - JPopupMenu!

2002-07-19 Thread &quot;Scfer, Peter"

my first guess in that case would be:

JPopupMenu.setDefaultLightWeightPopupEnabled(false)

light weight popups don't mix well with Canavs3D.

-- Peter

> -Original Message-
> From: Ashish Aggarwal [mailto:[EMAIL PROTECTED]]
> Sent: Donnerstag, 18. Juli 2002 23:28
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Bug or - JPopupMenu!
>
>
> Hello,
>
> I am facing a peculiar problem. I have three cones and
> three spheres on the canvas3D. what I am doing is that
> when you pick a specific shape, it will popup a menu
> as well as it will print a message in the console
> giving out some information about the shape.
>
> The peculiar thing is that, for three shapes it is
> giving a popupmenu as well as printing a message in
> the console when you picked them but when you picked
> other three shapes it is only giving message in the
> console that some specific shape has been picked up
> but no popupmenu is coming up.
>
> Why it is behaving unpredictably? Please reply.I am
> attaching the relevant code snippet:
>
>
> if (closest != null )
>{
>  Primitive myShape=null;
>// get the first node in the path
> int nodeCount = closest.nodeCount();
> System.out.println("count is "+ nodeCount);
> Node node = closest.getNode(2);
> JPopupMenu pop =  new JPopupMenu();
> if (node instanceof Cone)
>  {
>   System.out.println("IT'S A CONE");
>   String s = (String)node.getUserData();
>   pop.add(s);
>   pop.show(canvas,xpos,ypos);
> }
>
> if (node instanceof Sphere)
>  {
>  System.out.println("IT'S A SPHERE");
>  String s = (String)node.getUserData();
>  pop.add(s);
>  pop.show(canvas,xpos,ypos);
>  }
>
>}// end of if(closest!=null)
>}catch (ArrayIndexOutOfBoundsException a){}
>
>
> __
> Do You Yahoo!?
> Yahoo! Autos - Get free new car price quotes
> http://autos.yahoo.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".
>

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Re: [JAVA3D] Java3D Team...keep it simple

2002-07-03 Thread &quot;Scfer, Peter"

well, I don't see a reason why exposing parts of the low level API should
make Java3D harder to use.

after all, you don't HAVE TO use it. 
If you're content with the high level API - fine !

-- Peter

> -Original Message-
> From: Pereira Sieso, Rafael [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 3. Juli 2002 09:49
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Java3D Team...keep it simple
> 
> 
> I agree absolutely with this opinion. I have been trying for 
> more than 20 years of programing to follow this idea but I 
> don't understand why is so dificult to explain and to do. 
> I think that the best way to expand the use of Java3d is to 
> keep it simple to use for everyone and not to transform it in 
> a tool only for "gurus". 
> If not, the future of Java3D will be the same of a number of 
> previous visulization tools, with a active life of 4 years aprox.
> 
> Rafael.
> (software bricklayer :-)
> 
> -Mensaje original-
> De: Michael P. McCutcheon [mailto:[EMAIL PROTECTED]]
> Enviado el: miércoles, 03 de julio de 2002 6:59
> Para: [EMAIL PROTECTED]
> Asunto: [JAVA3D] Java3D Team...keep it simple
> 
> 
> I just wanted to voice my opinion on something that I have been seeing
> here and at javagaming.org.  It seems that everyone is 
> screaming for low
> level access, bypassing all of the scene graph stuff.  I have 
> heard that
> in the next version of Java3D, there is going to be this low 
> level access.
> 
> However, I hope that all of the high level scene graph stuff is still
> fully supported.  I'm no math programmer, (and not much of a 3D
> programmer either), but with Java 3D I feel empowered...I can 
> make cool
> things without being a hardcore 3D programmer.  I'm really 
> excitied when
> I can make something neat or interesting without having a 
> degree in math.
> 
> Anyway, I'm just a little confused why all these folks who want to use
> all of this low level stuff don't just use OpenGL (gljava?)  Anyway,
> here's hoping that Java3D stays easy to use in future versions.
> 
> Oh, and thanks for the cool API.  My buddy is a windows direct X
> programmer, and he had to re-invent half of the stuff that is 
> already in
> java3D!
> 
> Mike
> 
> ==
> =
> 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
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> send email to
> [EMAIL PROTECTED] and include in the body of the message "help".
> 

==To 
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Re: [JAVA3D] Trouble with Link/SharedGroup

2002-07-01 Thread &quot;Scfer, Peter"

I've no idea where millions of objects are coming from,
but have you tried

 Shape3D.getGeometry().setDuplicateOnCloneTree(false)

this could save you lots of memory

-- Peter

> -Original Message-
> From: Joerg 'Herkules' Plewe [mailto:[EMAIL PROTECTED]]
> Sent: Samstag, 29. Juni 2002 17:41
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Trouble with Link/SharedGroup
>
>
> Hi All!
>
> I have some difficulty understanding the behavior of a
> Link/SharedGroup
> construct in the scenegraph.
...

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Re: [JAVA3D] (it's not a) ModelClip bug

2002-06-25 Thread &quot;Scfer, Peter"

> -Original Message-
> From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 24. Juni 2002 20:48
> To: [EMAIL PROTECTED]
> Cc: [EMAIL PROTECTED]
> Subject: RE: [JAVA3D] ModelClip bug ?
> 
> 
> Hi Peter,
> 
>I run your program under Solaris and Win2K with latest
> Nvidia driver and the upcoming J3D v1.3 release.
> 
> The result show it works fine under
> (i) Solaris
> (ii) Win2K J3D OpenGL version
> (iii) Win2K J3D DirectX version in emulation mode
> (java -Dj3d.d3ddevice=reference ModelClipTest
>  if you have DirectX 8.1 SDK install in your system)
> 
> But fail under 
> (iv) Win2K J3D DirectX version in hardware mode.
> 
> This suggest it is a driver bug.
> 

it also runs successfully on a Matrox card,
so it is definitely a driver bug.

but in any case, it is probably better to stick with 2 clipping planes.

thanks for your help !!!

-- Peter


> - Kelvin
> -
> Java 3D Team
> Sun Microsystems Inc.
> 
> 
> 
>
> >Content-return: allowed
> >Date: Mon, 24 Jun 2002 10:07:34 +0200
> >From: "Schäfer, Peter" <[EMAIL PROTECTED]>
> >Subject: RE: [JAVA3D] ModelClip bug ?
> >To: 'Kelvin Chung' <[EMAIL PROTECTED]>, "Schäfer, Peter" 
> <[EMAIL PROTECTED]>
> >Cc: [EMAIL PROTECTED]
> >MIME-version: 1.0
> >
> >
> >
> >> -Original Message-
> >> From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> >> Sent: Freitag, 21. Juni 2002 20:10
> >> To: [EMAIL PROTECTED]
> >> Cc: [EMAIL PROTECTED]
> >> Subject: Re: [JAVA3D] ModelClip bug ?
> >> 
> >> 
> >> 
> >> >Date: Fri, 21 Jun 2002 10:32:28 +0200
> >> >From: "Schäfer, Peter" <[EMAIL PROTECTED]>
> >> >Subject: [JAVA3D] ModelClip bug ?
> >> >To: [EMAIL PROTECTED]
> >> >MIME-version: 1.0
> >> >Delivered-to: [EMAIL PROTECTED]
> >> >
> >> >
> >> >Hi there !
> >> >
> >> >I think I've found a bug in the ModelClip class.
> >> >If the model clip contains at least 3 clipping planes
> >> >AND if it is applied to a textured object,
> >> >only two clipping planes are actually effective.
> >> >
> >> >If the object has no texture, all clipping planes are effective.
> >> >
> >> >is this a known bug ?
> >> 
> >> No.
> >> 
> >> >if so, is there a work-around ?
> >> 
> >> 
> >> 
> >> Is that fail on both Java3D v1.3 beta2 OpenGL and DirectX
> >> version ?
> >> 
> >
> >it's with both, OpenGL and DirectX
> >
> >> I'm guessing this may be driver related. Since some
> >> graphics card support only 2 user defined hardware clipping 
> >> plane. For 3 or above it works in emulation mode.
> >> 
> >> The following is quote from Nvidia OpenGL Performance FAQ for 
> >> GPU v2.1.
> >> 
> >> ---
> >> III.Clipping and Culling
> >> 
> >...
> >> 
> >
> >thanks, that's very interesting. 
> >it really looks like a driver problem. 
> >
> >I should check with a non-nvidia card ...
> >
> >> Please also send us a test case to verify.
> >> 
> >
> >(see attachment, lines 88-132)
> >I've filed a bug report, too.
> >
> >> Thanks.
> >> 
> >> - Kelvin
> >> -
> >> Java 3D Team
> >> Sun Microsystems Inc.
> >> 
> >> 
> >> 
> >> 
> >> 
> >
> 

==To 
unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Re: [JAVA3D] ModelClip bug ?

2002-06-24 Thread &quot;Scfer, Peter"



> -Original Message-
> From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> Sent: Freitag, 21. Juni 2002 20:10
> To: [EMAIL PROTECTED]
> Cc: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] ModelClip bug ?
> 
> 
> 
> >Date: Fri, 21 Jun 2002 10:32:28 +0200
> >From: "Schäfer, Peter" <[EMAIL PROTECTED]>
> >Subject: [JAVA3D] ModelClip bug ?
> >To: [EMAIL PROTECTED]
> >MIME-version: 1.0
> >Delivered-to: [EMAIL PROTECTED]
> >
> >
> >Hi there !
> >
> >I think I've found a bug in the ModelClip class.
> >If the model clip contains at least 3 clipping planes
> >AND if it is applied to a textured object,
> >only two clipping planes are actually effective.
> >
> >If the object has no texture, all clipping planes are effective.
> >
> >is this a known bug ?
> 
> No.
> 
> >if so, is there a work-around ?
> 
> 
> 
> Is that fail on both Java3D v1.3 beta2 OpenGL and DirectX
> version ?
> 

it's with both, OpenGL and DirectX

> I'm guessing this may be driver related. Since some
> graphics card support only 2 user defined hardware clipping 
> plane. For 3 or above it works in emulation mode.
> 
> The following is quote from Nvidia OpenGL Performance FAQ for 
> GPU v2.1.
> 
> ---
> III.Clipping and Culling
> 
...
> 

thanks, that's very interesting. 
it really looks like a driver problem. 

I should check with a non-nvidia card ...

> Please also send us a test case to verify.
> 

(see attachment, lines 88-132)
I've filed a bug report, too.

> Thanks.
> 
> - Kelvin
> -
> Java 3D Team
> Sun Microsystems Inc.
> 
> 
> 
> 
> 




ModelClipTest.java
Description: Binary data


[JAVA3D] ModelClip bug ?

2002-06-21 Thread &quot;Scfer, Peter"


Hi there !

I think I've found a bug in the ModelClip class.
If the model clip contains at least 3 clipping planes
AND if it is applied to a textured object,
only two clipping planes are actually effective.

If the object has no texture, all clipping planes are effective.

is this a known bug ?
if so, is there a work-around ?

Thanks in advance,
Peter

(attached images:
txt-0002.jpg: a colorcube without texture; 3 corners cut off
txt-0003.jpg: the same cube with a texture: only 2 corners cut off ???)


<><>

Re: [JAVA3D] Text on spheres

2002-06-10 Thread &quot;Scfer, Peter"

> -Original Message-
> From: Joachim Diepstraten
> [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 10. Juni 2002 10:57
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Text on spheres
>
>
> Hi
>
> > Can somebody tell me how I can make spheres with text on
> them in Java3D? Do I have to use textures, or is it possible
> to use text2D objects and how?
> > Thanks in advance,
>
> The most easiest way is to use textures. (You can use the automatic
> texture coord generation by setting the Mode to
> TexCoordGeneration.SPHERE)
> Text2D is basically a texture too mapped on a quaditeral.
>

that's right, you can get the texture easily with
Text2D.getAppearance().getTexture()
and then map it onto your object

or have a look at the source code for Text2D to see how the texture is
created

-- Peter

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Re: [JAVA3D] Looking for best IDE for J3D, and also new platform - LINUX or Win ??

2002-06-04 Thread &quot;Scfer, Peter"

> -Original Message-
> From: Ole Arndt [mailto:[EMAIL PROTECTED]]
> Sent: Dienstag, 4. Juni 2002 13:26
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Looking for best IDE for J3D, and also new
> platform - LINUX or Win ??
>
>
> trz <[EMAIL PROTECTED]> writes:
>
> > Zoran Krunic wrote:
> >
> >> am interested to hear if anybody had good experience
> with LINUX, and
> >> in which configuration, especially for the IDE
> >
> > JEdit is a good light ide.
> > JBuilder 6 is nice but have some annoying bugs.
> > Forte 3.0 is the one I'm using now and works very well.
>
> I used to work with Netbeans at my employer. Works quite well with
> Linux, especially if you use Java 1.4 for faster Swing Performance.
>
> But all the GUI IDEs are to mouse orientated for my taste,
> my personnal favorite is XEmacs.  Together with the excellent packages
> JDEE (jdee.sunsite.dk), Emacs Code Browser, ECB
> (http://home.swipnet.se/mayhem/ecb.html),
> and Xrefactory (http://www.xref-tech.com, Shareware) you get
> an IDE which equals
> IDEA in power. You need some time for the configuration, though.
> As a former Windows user you may want some additional packages too,
> like CUA-mode, which gives you standard cut&paste.
>
> As the 'in Emacs' debuggers are rather unstable, you are better off
> using jswat for this purpose. If someone tries this road, I can send
> him a litte lisp package, which starts jswat with the setting
> from JDEE.
>

the best standalone debugger I've been working with is BugSeeker
(http://www.karmira.com)

> But the rewards of using emacs are high, you can even read
> your news and
> mail in it, no need to leave your favorite editor, never :-))
>
> Ole Arndt
>
> ==
> =
> 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".
>

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Re: [JAVA3D] Looking for best IDE for J3D, and also new platform - LINUX or Win ??

2002-06-04 Thread &quot;Scfer, Peter"

> -Original Message-
> From: bf [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 3. Juni 2002 18:18
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Looking for best IDE for J3D, and also new
> platform - LINUX or Win ??
>
...
>
> IDE:
>
> JBuilder is ok.
> IntelliJ IDEA is perfect.

almost ;-)

I had a bit of trouble running the DirectX version with IntelliJ's debugger
after turning off "classic" VM mode it worked

otherwise IDEA is really nice

> the others i don't know.
>
>
> Bernd
>
>

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[JAVA3D] What exactly are Device Coordinates ?

2002-05-28 Thread &quot;Scfer, Peter"

Hi there !

the javadoc for PolygonAttributes says

public void setPolygonOffset(float polygonOffset)
Sets the constant polygon offset to the specified value.
This screen space offset is added to the final,
device coordinate Z value of polygon primitives.

I figured out that small values (< 1) will effect not very much.
But large values (> 30) will mess up the front-to-back ordering of objects.

Could anyone explain to me what's the relation between "screen space" and
"device coordinates" ?

Thanks in advance, Peter

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Re: [JAVA3D] accurate collision detector.

2002-05-27 Thread &quot;Scfer, Peter"

>
> -Original Message-
> From: Olivier Tassy [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 27. Mai 2002 11:50
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] accurate collision detector.
>
>
> Hi,
> I have a shape3d wich move through a set of 3d objects close to each
other.
> I have to use this shape as the arming object for a collision detector.
> When I use a WakeupOnCollisionEntry and a WakeupOnCollisionExit, I just
detect the first and the last > > collision.
> How can I detect each collision.

you can't :-(

I had the same problem and this is what Kelvin Chung told me:

This is the current collision behavior that we implement.
Since we must get a collision entry event in order to get a
collision
exit event form the same target. Also in current implementation
WakeupOnCollisionEntry will not get another event until it
exit from collison state.

Yes it would be nice if it can detect multiple collision
from other objects as mention in your description.
However this will not address in v1.3 release.

> thanks for your help.
> Olivier.

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[JAVA3D] Group nested in OrderedGroup

2002-05-15 Thread &quot;Scfer, Peter"

Hi folks !

is there a reason why Groups can not be nested inside an OrderedGroup, or a
DecalGroup ?

what I want to to is:

Group checkerBoard = new Group();
checkerBoard .addChild(createPlane(...));
checkerBoard .addChild(createPlane(...));
...
checkerBoard .addChild(createPlane(...));
// checkerBoard is a group of coplanar squares

Text2D decal = ceateTextDecal(...);
// some text decaled on top of the checker board

// to avoid z-buffer fighting, let's use a DecalGroup
Group decalGroup = new DecalGroup();
decGroup.addChild(checkerBoard);
decGroup.addChild(decal);
 ...
universe.addBranchGraph(scene);

throws the exception:

java.lang.IndexOutOfBoundsException: Index: 2, Size: 2
at java.util.ArrayList.RangeCheck(ArrayList.java:491)
at java.util.ArrayList.get(ArrayList.java:307)
at
javax.media.j3d.OrderedGroupRetained.setAuxData(OrderedGroupRetained.java:32
5)
at
javax.media.j3d.OrderedGroupRetained.setNodeData(OrderedGroupRetained.java:3
63)
at javax.media.j3d.NodeRetained.doSetLive(NodeRetained.java:621)
at javax.media.j3d.GroupRetained.doSetLive(GroupRetained.java:2095)
at javax.media.j3d.GroupRetained.setLive(GroupRetained.java:2069)
at
javax.media.j3d.OrderedGroupRetained.setLive(OrderedGroupRetained.java:332)
at
javax.media.j3d.GroupRetained.childDoSetLive(GroupRetained.java:2077)
at javax.media.j3d.GroupRetained.doSetLive(GroupRetained.java:2126)
at
javax.media.j3d.TransformGroupRetained.setLive(TransformGroupRetained.java:5
43)
at
javax.media.j3d.GroupRetained.childDoSetLive(GroupRetained.java:2077)
at javax.media.j3d.GroupRetained.doSetLive(GroupRetained.java:2126)
at
javax.media.j3d.BranchGroupRetained.setLive(BranchGroupRetained.java:161)
at javax.media.j3d.Locale.doAddBranchGraph(Locale.java:204)
at javax.media.j3d.Locale.addBranchGraph(Locale.java:163)

which is not very helpful, actually ...

the same happens if I use an OrderedGroup instead of a DecalGroup.
It works with a simple Group (except for the z-buffer problems, of course).

Is this a bug ?

-- Peter

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Re: [JAVA3D] Reducing CPU usage of Interpolator

2002-05-15 Thread &quot;Scfer, Peter"

have you tried View.setMinimumFrameCycleTime(long milliSeconds) ?

> -Original Message-
> From: Simeon H.K. Fitch [mailto:[EMAIL PROTECTED]]
> Sent: Mittwoch, 15. Mai 2002 00:07
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Reducing CPU usage of Interpolator
>
>
> Sorry if this is an RTF-type question, but can't seem to find any
> documentation on how to reduce the amount of CPU usage an instance of
> javax.media.j3d.RotationInterpolator consumes when running. I have a
> situation where I want to have an Alpha-based behavior
> occurring while some
> other processing goes on, and when the RotationInterpolator
> is active my CPU
> is pegged, taking cycles away from the more important
> processing I need to
> happen.
>
> I want to know the "best" approach to handling this. As I see
> it now, here
> are my options:
>
> 1) Instantiate my Canvas3D instance in a thread of lower
> priority, and then
> make sure I run my "important" processing in a higher priority thread.
> 2) Subclass RotationInterpolator and change the protected member
> "defaultWakeupCriterion" to an instance of
> WakupOnElapsedTime, overriding
> the default instance of WakeupOnElapsedFrames(0).
>
> Both seem a little more complicated than seems necessary. Am I missing
> something, or is there no "direct" solution?
>
> Thanks,
>
> Simeon
>
> /**
>  * @author Simeon H.K. Fitch
>  * @organization Mustard Seed Software
>  * @web http://www.mustardseedsoftware.com
>  * @email [EMAIL PROTECTED]
>  * @voice 210.867.1616
>  * @fax 309.424.4982
>  */
>
> ==
> =
> To unsubscribe, send email to [EMAIL PROTECTED] and
> include in the body
> of the message "signoff JAVA3D-INTEREST".  For general help,
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>

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Re: [JAVA3D] Text2D.setString() issues... help?

2002-05-14 Thread &quot;Scfer, Peter"

> -Original Message-
> From: Chris Forrester [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 13. Mai 2002 23:09
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Text2D.setString() issues... help?
>
>
> Hey all. While trying to get some debug output onscreen
> (mainly the logic
> thread fps and the renderer fps) using Text2D objects, I've
> hit a few walls.
>
> (1) Texture::Illegal Image Size -
> This occurs in some cases when SetString() is called and the
> string sent is
> small, or the font is too big, or something.
> I have it working right now by trial and error with
> fonts/font sizes/text
> string length.
>

that is most likeky a bug in Texture2D.

The constructor calls updateText2D(), which in turn calls setupImage() and
setupTexture().
setString() calls *only* setupImage() and I suspect that a call to
setupTexture() was forgotten.

I had a similar problem when using setRectangleScaleFactor().
This method has *no effect at all* because it does not update the generated
image and texture.

> The odd thing about this is that I never get the error no
> matter the font,
> font size, text string length upon initializing the Text2D
> object.. i'm
> guessing there's an internal bug where the new Texture
> dimensions for the
> string isn't constrained to power of two?
>
> (2) Out of Memory -
> This happens eventually, always. Maybe the old Texture
> objects aren't being
> flushed from the system?
>
>
> So what to do? A java2d layer with text on that? The out of
> memory error
> i've seen before in java3d threads from quite awhile ago, but
> the illegal
> image size is a new one.. So how are the rest of you
> outputting debug info
> on-screen?

hm ... I think that's a rather expensive way to print debug output

maybe you should have a look at Canvas3D.postRender() and
Canvas3D.getGraphics2D()
to draw into the 3D canvas

-- Peter

>
>
> 
>
> Chris Forrester
>
> http://www.geocities.com/Psionic81
>
>
> _
> Chat with friends online, try MSN Messenger: http://messenger.msn.com
>
> ==
> =
> To unsubscribe, send email to [EMAIL PROTECTED] and
> include in the body
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> send email to
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>

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[JAVA3D] Reflection Mapping: it's beautiful, but...

2002-05-07 Thread &quot;Scfer, Peter"


Hi folks,

I just started playing around with reflection mapping, using a
TextureCubeMap.
The first results are breathtaking, really a nice technique ;-)

however, I have a question:
when the map is projected onto a sphere (like in the attached image),
the bottom face of the cube is spread around the rim of the sphere
(the bottom face is the turquoise colored rim).

It appears to me like the cube is mapped only to the visible hemisphere.
I think this is hardly realistic !?

Could someone explain why this must be so ?
(without going too deep into projective geometry ;-)

Thanks in advance, Peter





 <>

<>

Re: [JAVA3D] TextureCubeMap

2002-05-03 Thread &quot;Scfer, Peter"

>
> Hi Rob
>
> > Does anyone have a quick-and-dirty demo of the new TextureCubeMap
> > feature ? I was hoping that there would be a demo in the
>
> Yes I've got some.
>

Great ;-)

but where are they ?

> > new J3D 1.3 beta 2 but I couldn't find one when I looked.
>
> What new Version? Wow this comes with a surpise, starting webbrowser
> surfing to java.sun.com ..
>
> EOF,
>  J.D.
>
> --
> Explore SRT with the help of Java3D
> (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
> (http://www.antiflash.net/java3d/relativity (mirror)
>
> ==
> =
> 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".
>

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[JAVA3D] is there a loader for DDS files ?

2002-05-03 Thread &quot;Scfer, Peter"

Hi,

is there a loader for DDS files  (DirectX texture files) ?

-- Peter

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[JAVA3D] can't detect multiple collisions

2002-05-02 Thread &quot;Scfer, Peter"

Hi there,

I have a problem with collision detection. If an objects collides with a
series of other objects,
only the first collision gets reported.
For example:

 object X hits A --> WakeupOnCollisionEntry A
 hits B while still intersecting A --> nothing happens
 leaves A while still intersecting B --> nothing happens
 leaves B --> WakeupOnCollisionExit A

what I was expecting is:
 Enter A
 Enter B
 Exit A
 Exit B

is this a problem with Java3D (1.3 beta1), or have I made a mistake ?

The behavior was set up with

 Shape3D x = pickedGroup.getShape();
 WakeupCriterion[] criteria = {
WakeupOnElapsedFrames(0,false),
WakeupOnAWTEvent(MouseEvent.MOUSE_RELEASED),
WakeupOnCollisionEntry(x, WakeupOnCollisionEntry.USE_BOUNDS),
WakeupOnCollisionExit(x, WakeupOnCollisionExit.USE_BOUNDS),
 };

 WakeupCondition wakeUpOnDrag =  new WakeupOr(criteria);
 ... 
 wakeupOn(wakeUpOnDrag);

setCollidable(true) has been set for all relevant objects
I also tried WakeupOnCollisionMovement() but again, only events for the
first collision are reported

any help is appreciated ...


-- Peter Schäfer

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[JAVA3D] Scene Antilialising: Performance Issues

2002-04-29 Thread &quot;Scfer, Peter"

Hi there,

does anyone know how expensive Scene Antialiasing is in J3D ?

if I enable it with
 view.setSceneAntialisingEnable(true)
the frame rate drops like a stone.
I get the impression, that J3D is switching to software rendering.

If I enable Scene Antialising in the Windows Control Panel, it works
perfect,
with very little performance penalty.

(I'm using java3d 1.3 beta1, OpenGL, on Window ME with a Geforce 2)

-- Peter

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[JAVA3D] background image: strange scaling

2002-04-29 Thread &quot;Scfer, Peter"

Hi there,

I'm using a Background node with an image, like this

Background bg = new Background(image2d);
bg.setImageScaleMode(Background.SCALE_REPEAT);

if I don't have any textures in the scene, the background appears OK.
But if I have some scaled textures, scaling is somehow applied to the
background image, too !?!

is this a known bug ?

(I'm using j3d 1.3 beta1, OpenGL, on Windows ME)


-- Peter

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[JAVA3D] Can't Call stopView() from Behavior

2002-04-15 Thread &quot;Scfer, Peter"

Hello there,

I would like to call View.stopView() after a Behavior (an animation) has
finished.
However, I get an
"IllegalStateException: can't call stopView from behavior method"
(or something like this).

Any idea how to work around this ?

The javadoc for stopView() says:
"This is a heavy-weight method ..; it is not intended to be used for
flow control."
But which method is actually intended for flow control ???

-- Peter

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[JAVA3D] controlling the frame rate

2002-02-22 Thread &quot;Scfer, Peter"

Hi,

I have an application where the user is dragging objects around the scene.

When there is no user interaction I lower the frame rate to about 1 frame
per second
to save CPU power (calling View.setMinimumFrameCycleTime().

As soon as the user clicks the mouse I increase the frame rate. But the next
frame is still
rendered after one second, so there is a noticeable delay.

Is there a way to force rendering of the next frame immediately ?

{ View.startView() didn't do the trick ;-(  }


 Peter

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Re: [JAVA3D] How much Hardware Memory does Java3D need ?

2001-07-19 Thread &quot;Scfer, Peter"

Hello,

yes, I'm using a high resolution (1600x1200).

But many applications support it, only Java3D doesn't.
So I wondered how many graphics card memory is used by Java3D.
(roughly calculating, 1600x1200x16bit = 4MB; the graphics card has
32MB; even with double buffering there should be plenty of space ?!?)

Is there a way to change the screen resolution from Java3D,
or at least to determine the current resolution ?

Is there a way to disable double buffering ?

Peter

-Original Message-
From: Schmid Marc [mailto:[EMAIL PROTECTED]]
Sent: Donnerstag, 19. Juli 2001 11:23
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] How much Hardware Memory does Java3D need ?


Hi Peter

I had the same problem. It is not realy a Java3D problem. 

I have a NVIDIA TnT2 card with 16 MB ram and a desktop resolution of 
1280x1024. Now if I switch to fullscreen mode I will get the not
enough hardware memory error. 
But if I change my desktop resolution to 1024x768 it works fine. 

So what I think is Java3D tries to use the same resolution in Fullscreen
mode as you have on your desktop. And this is in some cases (especially
if
you have less than 32 MB ram on you graphics card) a problem.

HTH M. Schmid

"Schäfer, Peter" wrote:
> 
> When switching to fullscreen-mode (or maximizing the window)
> Java3D always complains about not having enough hardware memory
> and switches to software mode.
> 
> How much Hardware Memory does Java3D need ?
> 
> Turning of double buffering didn't work, I just got a blank window ;-(
> 
> Peter
> 
>
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[JAVA3D] How much Hardware Memory does Java3D need ?

2001-07-16 Thread &quot;Scfer, Peter"

When switching to fullscreen-mode (or maximizing the window)
Java3D always complains about not having enough hardware memory
and switches to software mode.

How much Hardware Memory does Java3D need ?

Turning of double buffering didn't work, I just got a blank window ;-(

Peter

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