[JAVA3D] xj3d parser error

2002-02-22 Thread Laurent Cathala

Hi,

I'm trying load animated files exported from 3ds max 4 in vrml format using
xj3d loader. In many case there are errors parsing the file.

An idea ?

Thanks

Laurent

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Re: [JAVA3D] Track down memory leaks

2002-02-22 Thread Karsten Fries

Hi,

you can call the System memory methods to determine the memory used by the
VM. If the VM memory drops after the gc your graphics driver software might
be the problem.

If the VM memory stays at the high level it seems that your objects are not
garbage collected at all. Then you have to check for circular references like
shape.getUserData() == object
and
object.getShape() == shape

and release them by clearing the references.

With JDK1.3.1_02 and Java1.2.1_03 i cannot monitor memory leaks.
I also use the detach meachanism for getting rid of geometry

Cheers,
Karsten

PS: i recently used OptimizeIt to analyse my application concerning memory usage
and leaks

RWGRAY wrote:

> Does anyone have a suggestion/tool for tracking down "memory leaks".
>
> I build a BracnkGroup with lots of objects.  Attach it to my scene.  Later,
> I detach it.  After detaching and calling System.gc(), I *never* see the
> memory usage for javaw decrease.  (Windows 2000 task manager reports memory
> usage of tasks.)
>
> Are there ways to track down what is still allocated that is preventing the
> freeing up of all the memory used by the detached BranchGroup?
>
> What happens if I use a SharedGroup and a Link?  If I allocated a
> SharedGroup in a method, and add a Link under the BranchGroup to the
> SharedGroup, then later, detach the BranchGroup, does Java  3D keep the
> SharedGroup around someplace so the memory allocated to the BranchGroup is
> still allocated?  Even when there are no longer Links to the SharedGroup?
>
> Are there better ways to measure memory usage other than the tack manager of
> Windows to determine/track "memory leaks"?
>
> Thanks,
> Bob Gray
>
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Re: [JAVA3D] Track down memory leaks

2002-02-22 Thread Karsten Fries

Hi Kyle,

you reminded me of something. Perhaps some other people could comment on this,
too.

The setting  i currently use is -Xms32 -Xmx128
for setting my preffered min and max heap sizes.
-Xincgc acitvates incremental garbage collection. I simply don't quite know what
i it does
to the VM, but i encountered better memory management. It seems that the VM
always tries
to release its free memory back to the system. One can monitor a free VM memory
of 1 to 2 MByte,
always.

For my app it's definitly a recommended VM setting!!

Cheers,
Karsten


Kyle McDonald wrote:

> RWGRAY wrote:
>
> > Does anyone have a suggestion/tool for tracking down "memory leaks".
> >
> > I build a BracnkGroup with lots of objects.  Attach it to my scene.  Later,
> > I detach it.  After detaching and calling System.gc(), I *never* see the
> > memory usage for javaw decrease.  (Windows 2000 task manager reports memory
> > usage of tasks.)
> >
>
> Even when free memory is reclaimed by GC, the JVM doesn't necc.
> release it to the OS. There are some JVM options that I think can
> change this behavior, but I think the default is for the JVM to
> hold on to free memory for it to reuse. I could be wrong. Or I
> could be right and there is also a memory leak. Who knows.
>
> I have used and like OptimizeIt.
>
> -Kyle
>
> --
> _
> ---ooO( )Ooo---
> Kyle J. McDonald (o o) Systems Support Engineer
> Sun Microsystems Inc.|
> Enterprise Server Products[EMAIL PROTECTED]
> 1 Network Drive BUR03-4630   \\\//  voice:   (781) 442-2184
> Burlington, MA 01803 (o o)fax:   (781) 442-1542
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[JAVA3D] Open Scene Graph vs. Java3D

2002-02-22 Thread Mario Juric

Open Scene Graph is an open source (LGPL) C++ alternative to Java3D. Does
anyone know how these two stack up against each other both in performance
and functionality. Has anyone worked with it? How well are they progressing
compared to Sun's J3D group? Just as a speculation: What if you added Java
bindings to the Open Scene Graph API?

Best regards
Mario Juric
---
Mario Juric, M.Sc. CS, MUSTER Product Manager
IFAD, Forskerparken 10, DK - 5230 Odense M
Phone: +45 63 15 71 31 Fax: +45 65 93 29 99
www: www.ifad.dk e-mail: [EMAIL PROTECTED]
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[JAVA3D] J3D resources shared among the same JVM?

2002-02-22 Thread António José Cacho

Hi
I have been doing some research is performance tuning of j3d.
I found that most of the times when spawning several SimpleUniverse from
the same JVM, each with its own intended frame-rate, the result was that
the frame rate would level to the slower.
If the slower SimpleUniverse is terminated, then the others increase to the
speed of the next slower one.
This does not happen when launching from different JVM.
(In fact it is even more convoluted, since twice I got really different
frame-rates between SimpleUniverse spawn from the same JVM, with the same
test app!)
It seems to suggest that the optimization of Java 3D or of the
SimpleUniverse itself established some shared resources from which the
posting of frame buffers got synchronized.
Is ti the case? Sometimes it seems necessary to understand more deeply the
architecture of the implementation, so the resulting system behavior is
more predictable.
Thanks,
   Antonio Cacho

PS: This is part of a JADE (http://sharon.cselt.it/projects/jade/)
multi-agent system I have been working in.
Some of the agents have a 3D UI, establishing a virtual environment, some
other have only a 3D representation in that virtual universe. I need to
hand most of the CPU resources to the reasoning system of the agents, so I
have tried both a sleepy Canvas3D.postSwap(), and the straightforward
View.setMinimumFrameCycleTime().
By the way, what would be the comparative benefits of using instead a
behaviour?
(I am running a dual Athlon with half giga registered DDR, an Elsa Quadro
DCC 64MB DDR, on Win2K SP2, JDK1.3.1, and J3D1.3Beta1.)

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[JAVA3D] GUI navigation in VR world

2002-02-22 Thread Karl Parry

Hello,
I am hoping to produce a VR world using Java 3D and at
the moment navigation is handled with the mouse and
keyboard. However I would like to use a GUI with
buttons, as I wish to have this program as a part of a
web page.

How do I go about doing this? I can create a Swing
application and have a seperate screen showing the 3D
world? or can they be combined together? This latter
option would be best suited.

I would be the 3d window with added control button
that a user could click to progress through the
world..

Does anyone know where I should start??

Thanks lots,
KP

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Re: [JAVA3D] GUI navigation in VR world

2002-02-22 Thread Matt Holland

You can combine Swing components and Canvas3Ds within the same window. Just
add the Canvas3D into your layout at whatever position you want it to
appear. You may have to watch out if you're using pop-up windows of any kind
(JComboBox caught me out recently) as they'll appear behind the Canvas3D
unless you disable the use of light-weight components. This article should
explain better than I can:

http://java.sun.com/products/jfc/tsc/articles/mixing/

Canvas3D is a heavyweight component.

Hope this helps,
Matt

-Original Message-
From: Karl Parry [mailto:[EMAIL PROTECTED]]
Sent: 22 February 2002 11:03
To: [EMAIL PROTECTED]
Subject: [JAVA3D] GUI navigation in VR world


Hello,
I am hoping to produce a VR world using Java 3D and at
the moment navigation is handled with the mouse and
keyboard. However I would like to use a GUI with
buttons, as I wish to have this program as a part of a
web page.

How do I go about doing this? I can create a Swing
application and have a seperate screen showing the 3D
world? or can they be combined together? This latter
option would be best suited.

I would be the 3d window with added control button
that a user could click to progress through the
world..

Does anyone know where I should start??

Thanks lots,
KP

__
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Everything you'll ever need on one web page
from News and Sport to Email and Music Charts
http://uk.my.yahoo.com

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Re: [JAVA3D] Open Scene Graph vs. Java3D

2002-02-22 Thread Joachim Diepstraten

Hi Mario

> Open Scene Graph is an open source (LGPL) C++ alternative to Java3D. Does
> anyone know how these two stack up against each other both in performance
> and functionality. Has anyone worked with it? How well are they progressing

Yes I'm currently working also with OpenSceneGraph. It's nice, it's very
close to SGI Performer except of the states. You can also define your own
rendering states and can therefore access directly to OpenGL and have
access to Vertex/PixelShaders. All OpenGL1.3 features are supported. It
has implemented GLUT for viewing and windowmanagement. It has
not a complicated viewing model as J3D. This also means it might not suitable
without rewriting parts of OSG for other environments than normal
desktop. Performance is good, especially when you tell it to use display
lists I would say it's a better than J3D (but that's natural there is no
JNI inbetween). What's nice OpenSceneGraph has a  performance meter which
tells you the current frame/sec and in which parts how many time is spend.

Also for terrain freaks (there seem to be a lot in this list) it has
Imposter build-in.

And it's available for Win32,Linux,Irix,MacOS X

What's weak:

- Documentation (there is nearly one, so if you don't have any clue about
Scenegraphs, you're lost)

- No Behaviour nodes, this means bad for animations (you have to write
that yourself).

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)

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[JAVA3D] Smooth spline paths

2002-02-22 Thread Tom Lanning

  Can someone point me to a guide on how to use the spline-based paths
(KBSplinePathInterpolator, TCBSplinePathInterpolator) that is provided in
the Sun toolkit?  I am trying to create a smooth circle and have all the
frames correctly established, but don't know how to manipulate the tension,
continuity, and bias to avoid the "corners" that I get with the
RotPosPathInterpolator.

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[JAVA3D] Human Animation with Java3d, MPEG-4 BIFS & Web3d's H-Anim

2002-02-22 Thread P. Flavin

Mojtaba,

  I too have been doing Human Animation with Java3d
using the MPEG-4 required method of animating
Web3'ds VRML based H-Anim Human models.

  In another post you said your BIFS code was
available to interested parties for non-comerical
purposes: well I'm very interested, would you
please send it me or let me know how I can get it?

What type of interactive animation can you do ?

  Can it run in a browser ?

  Can it run networked ?

  Can joints be individually controlled ?

  Can composite animations sequences be applied ?

  Are you using Java3d or another rendering engine ?

  What VRML Loaders do you use, and which work
the best for you ?

  Your web site had videos that only played on
player I couldn't use ( on my Linux System ) ...
though MPEG-4 is all about portability ... why ?


Good luck on your presentation :

| Web3d Paper: Wednesday, February 27th
|
| MPEG-4 BIFS Streaming of Large Virtual Environments
| - and their Animation on the Web
|
| Mojtaba Hosseini & Nicolas D. Georganas, University of Ottawa
|
| Although the Virtual Reality Modeling Language has made
| viewing 3D content on the web possible, remotely accessing
| large and complex 3D worlds requires a great deal of bandwidth.
| ...
| This paper presents the use of the MPEG-4 standard for
| streaming of 3D worlds and the corresponding animation
| over the web while allowing users navigation and
| manipulation of the content, as it becomes available.
|
  http://209.66.78.240:8082/papers/index.html


Mojtaba Hosseini wrote:
 >
> Hello everyone ...
>
>  Are there people interested in helping out with the integration of a
> Java3D MPEG-4 BIFS codec into the Xj3D loader (if the legal limitations
> are overcome)? Or am I on my own on this?
>
> Thank you very much for your attention.
>
> Mojtaba
 >
http://archives.java.sun.com/cgi-bin/wa?A2=ind0112&L=java3d-interest&P=18369

  I've been using the Sun VRML Loaders on Linux:

Human Animation with VRML & Java3d:  Games & more
--
http://www.frontiernet.net/~imaging/games_with_java3d.html


  Thank you. Sincerely.

  -- Paul,  Java Developer & Web Animator
  -
"Imaging the Imagined: Modeling with Math & a Keyboard"

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Re: [JAVA3D] Open Scene Graph vs. Java3D

2002-02-22 Thread Pierce, Gregory (TBS)
Title: RE: [JAVA3D] Open Scene Graph vs. Java3D





Would one really want to do a Java Binding of the API or just port the API to Java? Competition is good for business :) 




[JAVA3D]

2002-02-22 Thread conzuk



Hello,
 

Does anybody know how to map the Text2D to the 
given quad surface for which I have a normal vector. When the Text2D gets 
created it is in X-Y plane. Are there any methods 
for this? I have been trying with setEuler but it is not quite working - I am 
having some problems calculating correct angles for rotations.
 
Thanks !
 
Zoran Krunic
 


[JAVA3D] controlling the frame rate

2002-02-22 Thread "Schäfer, 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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[JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread P. Flavin

Human Models exported from 3d Studio Max exported as VRML
can be animated with Java3d, or Java 1.1 applets on the web.

  Here's a BiPed exported from Studio Max that works on
the web and with the Sun VRML Loaders ( & more ):

  http://www.frontiernet.net/~imaging/shout3d/models/StudioMax_Biped.wrl
http://www.frontiernet.net/~imaging/shout3d/models/H-Anim/asl_H-Anim_x3d.wrl
http://www.frontiernet.net/~imaging/Avatars/nancy.wrl
  http://www.frontiernet.net/~imaging/shout3d/models/

  VRML Loaders for Java3d from Sun do H-Anim & BiPed Animation
  
  http://www.frontiernet.net/~imaging/games_with_java3d.html
  http://www.frontiernet.net/~imaging/java3d_and_vrml.html


  3d Studio Max BiPed VRML Animated with Java 1.1 & Java3d
  
  http://www.frontiernet.net/~imaging/H-Anim_Avatars.html


Laurent Cathala wrote to Java3d-interest list:
>
> I'm trying load animated files exported from
 > 3ds max 4 in vrml format using xj3d loader.
 >
> In many case there are errors parsing the file.
>
> An idea ?
>
> Thanks
>
> Laurent
>
  |
http://archives.java.sun.com/cgi-bin/wa?A2=ind0202&L=java3d-interest&P=57925


  Give us a hint ...

  It would be more helpful if they would tell you
what works and what doesn't work with the 'new'
Loaders and have a chart comparing it to the
other loaders in terms what it can load,
where it can work ( in a browser ? ), etc.

  It looks like don't want you to know  :^(

  The Sun VRML Loaders work very well   ;^)

  ( see links above for samples & source code )

  The Sun Loaders animate Web3d's H-Anim Avatars
in stand-alone applications and in a browser,
on Windows, Linux, Solaris, SGI, HP-UX, etc.

  If you send me the file or put it on the web
and send or post the link I'll try it on my
system and let you know how it does, the Sun
Loaders have worked very, very well and they
give specific, helpful error messages.


  -- Paul,  Java Developer & Web Animator
  -
"Imaging the Imagined: Modeling with Math & a Keyboard"

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Re: [JAVA3D] controlling the frame rate

2002-02-22 Thread Fred Klingener

From: "Schäfer, Peter" <[EMAIL PROTECTED]>
Sent: Friday, February 22, 2002 11:44 AM


> 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 ?

Peter,

My preference is to control frame rate from within the Behaviors.  No real
hard reason.  Just distrust of View.  As long as your 'long' frame delays
are on the order of a second (i.e. delay >> 15ms) and you can tolerate the
grainy resolution, then using wakeupOnElapsedTime(delay) should be ok for
your normal 'standby' display.  In your AWT code, you make the model changes
and set wakeupOnElapsedFrames(0) and reset to wakeupOnElapsedTime(delay)
after your changes have run their course.

I haven't built anything that runs this way, so it's more hunch and
prejudice than anything.  It's where I'd start though.

HTH,

Fred Klingener
Brock Engineering

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Re: [JAVA3D] Track down memory leaks

2002-02-22 Thread Kyle McDonald

Karsten Fries wrote:

> Hi Kyle,
>
> you reminded me of something. Perhaps some other people could comment on this,
> too.
>
> The setting  i currently use is -Xms32 -Xmx128
> for setting my preffered min and max heap sizes.
> -Xincgc acitvates incremental garbage collection. I simply don't

> quite know what i it does to the VM, but i encountered better memory

 > management. It seems that> the VM always tries to release its free
 > memory back to the system. One can monitor a free VM memory of 1 to 2
 > MByte, always.

>


 > Kyle McDonald wrote:
 >
 >> There are some JVM options that I think can change this behavior, but
 >> I think the default is for the JVM to hold on to free memory for it
 >> to reuse.

When I wrote what is above, I was thinking of -Xincgc, but I wasn't
sure that was really what enabled that behavior. If you're seeing
it then maybe it's right ;)


> For my app it's definitly a recommended VM setting!!
>
I think it can help alot of things, but it wouldn't surprise

me if it had it's tradeoffs also.

-Kyle




--
_
---ooO( )Ooo---
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Re: [JAVA3D] GUI navigation in VR world

2002-02-22 Thread Gerard Peregrin

In a message dated 2/22/02 3:03:16 AM, [EMAIL PROTECTED] writes:

<< Does anyone know where I should start?? >>

Yes, and end as well.  I have written a GUI which produces any combination of
four "partitions" . The partitioning is generated using the JSplitPane class.
 Media resources of any type can be displayed in any partition
simultaneously, including 3D virtual worlds.

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Re: [JAVA3D] Open Scene Graph vs. Java3D

2002-02-22 Thread Bob Dengle

Hi

By making this kind of binding, you defeat the purpose of having Java3D in
the first place. One of the main ideas behind Java3D is that it is portable
across many different platforms, using native libraries on each system.
Using OpenSceneGraph, you limit yourself to PC platforms. If this is what
you are interested in, why not write your program in C++? there is no
advantage to making a Java binding to OpenSceneGraph.

Just my $.02

-Bob Dengle

>From: Mario Juric <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Open Scene Graph vs. Java3D
>Date: Fri, 22 Feb 2002 16:57:03 +0100
>
>RE: [JAVA3D] Open Scene Graph vs. Java3DPierce, Gregory (TBS) wrote:
> > Would one really want to do a Java Binding of the API or just port the
>API to Java? Competition is good for business
>
>Question: The implementation of Java3D interfaces are bound to native code
>via JNI. What would be the difference in making Java bindings to native
>Open Scene Graph code?
>
>Competition is good, but there is probably enough competition from a myriad
>of graphics engines. Maybe it would be better to combine the  Open Scene
>Graph open source efforts with those of J3D to get a more powerfull drive
>behind it, especially after Sun has scaled down.
>
>---
>Mario Juric, M.Sc. CS, MUSTER Product Manager
>IFAD, Forskerparken 10, DK - 5230 Odense M
>Phone: +45 63 15 71 31 Fax: +45 65 93 29 99
>www: www.ifad.dk e-mail: [EMAIL PROTECTED]
>---
>




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Re: [JAVA3D] GUI navigation in VR world

2002-02-22 Thread Bob Dengle

Hi

If you were interested in putting controls right on the 3D window, you
should consider an overlay. Theres been a lot of discussion on that issue on
this list. Try doing a search of the archives. Also, I believe Justin Couch
has an overlay implementation in the code repository at www.j3d.org

-Bob Dengle


>From: Gerard Peregrin <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] GUI navigation in VR world
>Date: Fri, 22 Feb 2002 13:14:12 EST
>
>In a message dated 2/22/02 3:03:16 AM, [EMAIL PROTECTED] writes:
>
><< Does anyone know where I should start?? >>
>
>Yes, and end as well.  I have written a GUI which produces any combination
>of
>four "partitions" . The partitioning is generated using the JSplitPane
>class.
>  Media resources of any type can be displayed in any partition
>simultaneously, including 3D virtual worlds.
>
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>To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Re: [JAVA3D] GUI navigation in VR world

2002-02-22 Thread Justin Couch

Bob Dengle wrote:

> this list. Try doing a search of the archives. Also, I believe Justin Couch
> has an overlay implementation in the code repository at www.j3d.org

Correct. There is one implementation there that is a combination of
DaveY's work, Will Holcomb and myself. Where it is currently weak is in
UI event handling. If you want just stuff to draw over the top your are
fine, but if you needed to have clickable buttons on screen, then it
fails miserably.

DaveY sent me another dump of the Cosm code about a month ago that
solves all of these issues. It has diverged somewhat from our code so I
started trying to integrate them again. Unfortunately the terrain work
came up in between and it is currectly sitting on my machine as an
incomplete set of work. :( We're looking to incorporate it as part of
the Xj3D work shortly due to some prototyping efforts within the X3D
spec efforts (They want to add an Overlay node and 2D nodes equivalent
to SVG/MPEG4 functionality).

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Giles

P. Flavin wrote:

>Give us a hint ...
>
>  It would be more helpful if they would tell you
>what works and what doesn't work with the 'new'
>Loaders and have a chart comparing it to the
>other loaders in terms what it can load,
>where it can work ( in a browser ? ), etc.
>
>  It looks like don't want you to know  :^(
>
>  The Sun VRML Loaders work very well   ;^)
>
We have a running RELEASE_NOTES that details all the known functionality and bugs with 
the system.  We are hiding nothing. And we actually support and fix the bugs in our 
loader.  Can you say the same thing about the loader you are espousing others to use?  
Show us the code Paul, do some work, stop bitching and do something.

I'e attached the release notes.

--
Alan Hudson
President: Yumetech, Inc.  http://www.yumetech.com/
Web3D Open Source Chairhttp://www.web3d.org/TaskGroups/source/




These are release notes for Xj3D from M1 forward.  Each release will
detail its functionality in meeting the applicable specifications and document
any known issues.  If a feature works differently based on an encoding(utf8 or
XML) it will be noted.

Release: M4(Feb 19, 2002)
-
The following VRML concepts work:
parsing(utf8 and XML)
DEF/USE(utf8 and XML)
routing(utf8 and XML)
Scripting(utf8)
JSAI(Java) supported
Except ReplaceWorld
ECMAScript supported
Except - ReplaceWorld
   - SFNode constructor with a string (eg new 
SFNode('Group[]');
   - VrmlMatrix implemented, not tested.Obscure 
setTransform
 stuff partially implemented (missing shear 
handling)
External (EAI 2.0) supported
replaceWorld not yet supported
begin/endUpdate, implemented, not fully supported
Prototypes(utf8)
Proto's cannot emulate sensors currently
Extern prototypes (utf8)
Those containing bindables do not work correctly for those nodes
ie Viewpoint, NavigationInfo, BackGround, Fog

The following nodes work:
Appearance
Box
Color
ColorInterpolator
Cone
Coordinate
CoordinateInterpolator
Cylinder
DirectionalLight
ElevationGrid
Fog
Group
ImageTexture
Scaling images looks awful.  Recommend you prescale content to power 2.
If an image is not USEd it will be reloaded from disk everytime
Known issues with transparency.
No support for GIF's
IndexedFaceSet
IndexedLineSet
Lighting uses diffuseColor instead of emissiveColor
Inline
LOD
Gone backwards slightly from M3. Can't be USEd in a renderable node
parent. OK to USE with scripts. Java3D's Behaviours cannot be under a
SharedGroup, so this has been removed pending a *major* redesign of all
our dynamic behaviours system in M5.
Material
Look at turning lighting off for emissive only decls
NavigationInfo
Normal
OrientationInterpolator
PixelTexture
does not support hex encoding of values
PointSet
Lighting uses diffuseColor instead of emissiveColor
PositionInterpolator
ScalarInterpolator
Script
Shape
Sphere
Switch
TextureCoordinate
TextureTransform
TimeSensor
Transform
Viewpoint
WorldInfo

The following nodes have some implementation but are not finished:
Anchor
Background
KeySensor
ProximitySensor
Does not support position_changed or orientation_changed
Incorrectly tests for all viewpoints instead of just moving.  So a PS
which encompases 0,0,10(default VP) will always be activated. Cannot be
used under a DEF scene graph due to Java3D behaviour limitations. All
parent nodes to the root of the world must be non-DEF.
SpotLight
Not really complete.  Works mostly as a Point light
BeamWidth is currently ignored.  Need to convert to spreadAngle
radius is currently ignored.  Need to convert to spreadAngle
TouchSensor
Does not support hitpoint changed events

The following nodes are not implemented:
AudioClip
Billboard
Collision
CylinderSensor
Extrusion
FontStyle
MovieTexture
NormalInterpolator
PlaneSensor
Sound
SphereSensor
Text
VisibilitySensor

Specific Issues with example programs:
browser
Reloading a file with inlines will cause a multi_parent exception.
Switching to a SimpleLoadManager instead of a MemCacheLoadManager will
resolve.

DOMViewer
Does not support scripts or protos.
Since it sets every field of a node it can uncover bugs that DIYBrowser
won't.

editor
Really basic right now, not much testing done
Navigation does not work.
Setting appearances/materia

Re: [JAVA3D] xj3d parser error

2002-02-22 Thread Justin Couch

Laurent Cathala wrote:

> I'm trying load animated files exported from 3ds max 4 in vrml format using
> xj3d loader. In many case there are errors parsing the file.
>
> An idea ?

Nope. But if you could send me privately a couple of test files and
the error messages, we should be able to fix it. We're in the final
throws of the release cycle for the M4 release, so if you can get us
something quickly, we may be able to include the fix(es).

We also know that 3DSMax exporters, if you are using the free versions
on the net, have a bunch of issues too. Some versions export invalid
VRML. You could be suffering from that.

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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Re: [JAVA3D] Open Scene Graph vs. Java3D

2002-02-22 Thread Robert Bergman

I disagree that there's _no_ advantage to a Java
binding.  While you may be bound to a particular
platform, I think the software engineering benefits of
using Java over C++ are significant (depending on your
app of course, but modern JDKs are gaining even
there).  Also, one of the ealier posters claimed that
OSG had ports for 4 major platforms -- not as many as
Java3D, but a nice selection nonetheless.  Plus, it
supports OS X :P

I'd be very interested in seeing a Java binding for
OSG, especially since it could open up access to more
modern gfx card features (stenciling/shaders/etc).

-Bob

--- Bob Dengle <[EMAIL PROTECTED]> wrote:
> Hi
>
> By making this kind of binding, you defeat the
> purpose of having Java3D in
> the first place. One of the main ideas behind Java3D
> is that it is portable
> across many different platforms, using native
> libraries on each system.
> Using OpenSceneGraph, you limit yourself to PC
> platforms. If this is what
> you are interested in, why not write your program in
> C++? there is no
> advantage to making a Java binding to
> OpenSceneGraph.
>
> Just my $.02
>
> -Bob Dengle
>
> >From: Mario Juric <[EMAIL PROTECTED]>
> >Reply-To: Discussion list for Java 3D API
> <[EMAIL PROTECTED]>
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] Open Scene Graph vs. Java3D
> >Date: Fri, 22 Feb 2002 16:57:03 +0100
> >
> >RE: [JAVA3D] Open Scene Graph vs. Java3DPierce,
> Gregory (TBS) wrote:
> > > Would one really want to do a Java Binding of
> the API or just port the
> >API to Java? Competition is good for business
> >
> >Question: The implementation of Java3D interfaces
> are bound to native code
> >via JNI. What would be the difference in making
> Java bindings to native
> >Open Scene Graph code?
> >
> >Competition is good, but there is probably enough
> competition from a myriad
> >of graphics engines. Maybe it would be better to
> combine the  Open Scene
> >Graph open source efforts with those of J3D to get
> a more powerfull drive
> >behind it, especially after Sun has scaled down.
> >
> >---
> >Mario Juric, M.Sc. CS, MUSTER Product Manager
> >IFAD, Forskerparken 10, DK - 5230 Odense M
> >Phone: +45 63 15 71 31 Fax: +45 65 93 29 99
> >www: www.ifad.dk e-mail: [EMAIL PROTECTED]


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Yahoo! Sports - Coverage of the 2002 Olympic Games
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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Gerard Peregrin

In a message dated 2/22/02 10:38:46 AM, [EMAIL PROTECTED] writes:

<>

Does this make a reference to external sensor data.  If so, what does the
data represent?

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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Justin Couch

Gerard Peregrin wrote:
> In a message dated 2/22/02 10:38:46 AM, [EMAIL PROTECTED] writes:
>
> <>
>
> Does this make a reference to external sensor data.  If so, what does the
> data represent?

Sensors of all kinds. X3D Sensors are not the same as Java3D sensors, so
hopefully we are not getting you confused there. In X3D/VRML a sensor is
a way of converting mouse input into a scenegraph modification tool. For
example, a TouchSensor sends out notices of when a mouse is clicked on
an object. A CylinderDragSensor would convert a mouse drag event into a
set of coordinates that travel around in a circular shape (think of a
stereo volume knob where you drag the mouse sideways, but the knob
turns). These X3D sensors are what we can't handle in the protos
currently (Although I have a gut feel that touchsensors do work, none of
the others do, and we haven't actually tested a TS that way).

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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Re: [JAVA3D] draw buffer and coord system

2002-02-22 Thread Justin Couch

Slappo Svensson wrote:

> So basically there's no way of telling whether or not
> a scene will get rendered just as you're making
> changes to it?

err... ah... yes and no If you are making modifications in a
separate thread to the threads driven by Java3D, then yes, there is no
guarantees. You have partially answered your own question in the next
secion, so I'll move along to that:

> How is this usually done? Are behaviors
> run by the rendering thread or is there a way to
> specify the frame rate you'd prefer and have the code
> that makes changes to it wake up at the end of a
> frame?

Yes and yes. J3D has a behaviour system that is the prefered way of
getting changes into the scene graph. Those behaviours can be
"activated" in a number of ways. Take a look at the WakeUp*,  *Condition
and *Criteria classes in the Javadoc. What you are interested in might
be something like WakeUpOnElapsedFrame(). This is a behaviour that gets
woken every X frames (if you specify zero then it gets called every
frame). During the time that this gets called you can safely assume all
the changes get made in time for the next frame render cycle. If you are
taking too long here, it will slow the render cycle down.

If all you are doing is modifying geometry, then ther is another option
for you. Have a look at the GeometryUpdater interface. Effectively, this
is a callback mechanism. You tell J3D that you want to update something
and then it calls you back when everything is fine. This is much smaller
than a behaviour, but also requires more work on your part because there
is less guarantee that all those callbacks coming from the j3d internals
will actually be for the same frame.

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Gerard Peregrin

In a message dated 2/22/02 11:24:43 AM, [EMAIL PROTECTED] writes:

<< a sensor is
a way of converting mouse input into a scenegraph modification tool. For
example, a TouchSensor sends out notices of when a mouse is clicked on
an object. >>

Oooops, I was thinking in the context of application controls,
instrumentation and remote sensing.  Is the nature of the VW a natural
terrain that is rendered with coordinate data obtained from a remote sensor?

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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Justin Couch

Gerard Peregrin wrote:

> Oooops, I was thinking in the context of application controls,
> instrumentation and remote sensing.  Is the nature of the VW a natural
> terrain that is rendered with coordinate data obtained from a remote sensor?

Err. nope. that's waaay above the VRML level. We just read in a static
file format and turn that into rendering and a runtime system (VRML has
its own event model that has to be layered over the top of the java3d
behaviour system). Remote sensing apps need to use the extensibility
parts of VRML, such as scripting, to build anything on the fly. Don
Brutzman from the Naval Postgrad Scheel here in the US does a lot of
this sort of stuff with underwater vehicles. Ummm... try
http://web.nps.navy.mil/~brutzman/ to have a look at some of the stuff
he's doing with X3D/VRML and our loader code (he's actually funding a
reasonable chunk of the development of Xj3D currently).

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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Re: [JAVA3D] How to render to a fixed eye again

2002-02-22 Thread Kelvin Chung

>Date: Fri, 22 Feb 2002 15:50:14 +0800 (CST)
>From: Guang Bin Liu <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] How to render to a fixed eye again
>To: Kelvin Chung <[EMAIL PROTECTED]>
>Cc: [EMAIL PROTECTED]
>MIME-version: 1.0
>
>Hi Kelvin:
>
>Thank you a lot for your valuable help in solving this
>problem.  I have eventually got the images rendered to
>the fixed eyes.  Now the only problem is that
>sometimes there is portion of images flashing.  E.g.,
>when I close one eye and view the image through the
>glasses, except for seeing the image rendered,
>sometimes I see a flashing image (which is only a
>small portion of the image).  Is this a problem to be
>solved in the new release?  If so, please just forget
>my report.
>
There are some bug fix for pure immediate mode
in the next v1.3 beta2 release. In particular
the user thread will sync. with the Rendering
thread in canvas3d swap() instead of gc.draw()

Note that glFinish() is call just before swap()
so all GL command should be done. I guess the
problem that you see may cause by synchronization
between the eye glass and the monitor which did
not setup properly.

Thanks.

- Kelvin

Java 3D Team
Sun Microsystems Inc.

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Re: [JAVA3D] RotationInterpolator consumes 100% CPU !!!

2002-02-22 Thread Justin Couch

Raul Rios wrote:
> That's my problem.
>
> I want to rotate my 3D model using a RotationInterpolator.
> It works fine, but while it's working, the CPU usage is 100%.

Yup. Standard interpolators are usually a bad thing to use in code. They
use a WakeupOnElapsedFrames(0) to try to make the animation as smooth as
possible. The rest is just Java3D, which will try to use as much CPU as
possible when you are doing a lot of dynamic scene graph changes. The
effects of the two are 100% CPU.

Have a look at the setMinimumFrameCycle() method on Canvas3D (I think)
for a way of controlling the framerate. Also, you would be better off
rolling your own interpolater system.

--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer  http://www.j3d.org/
---
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
   - Greg Bear, Slant
---

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[JAVA3D] Antialiasing?

2002-02-22 Thread RWGRAY

Does anyone know anything about setting/using the antialiasing for a View?

The documentation reads: "If enabled, the entire scene will be antialiased
on each canvas in which scene antialiasing is available."

I don't understand which canvases are available for antialising and which
are not

Anyone have a little more info?


Cheers,
Bob Gray

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Re: [JAVA3D] Getting error in triangulator

2002-02-22 Thread Kelvin Chung

Hi Aant,

   Please send us a test program (and the model) that cause
this exception to investigate.

Thanks for your bug report.

- Kelvin
-
Java 3D Team
Sun Microsystems Inc.

>X-Unix-From: [EMAIL PROTECTED]  Thu Feb 21 08:47:41 2002
>Date: Thu, 21 Feb 2002 12:31:20 +0100
>From: aant <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Getting error in triangulator
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Content-transfer-encoding: 7bit
>X-Accept-Language: en-us
>Delivered-to: [EMAIL PROTECTED]
>User-Agent: Mozilla/5.0 (Windows; U; Win98; en-US; rv:0.9.4) Gecko/20011128 
>Netscape6/6.2.1
>
>When generating a 3D box, build with floor, walls and a ceiling i get
>sometimes the following error:
>
>java.lang.ArrayIndexOutOfBoundsException
>at com.sun.j3d.utils.geometry.Desperate.foundSplit(Desperate.java:316)
>at com.sun.j3d.utils.geometry.Desperate.existsSplit(Desperate.java:241)
>at com.sun.j3d.utils.geometry.Desperate.desperate(Desperate.java:65)
>at com.sun.j3d.utils.geometry.Triangulator.triangulate(Triangulator.java:496)
>at jcmodel.parts_v2.JCRuimte3D.polyBox(JCRuimte3D.java:115)
>
>It happend in the code in the line "tr.triangulate(gi)" aftre the
>inialization of the Triangulator class
>/*
>  * shaping the floor
>  */
>nr = grondvlak.npoints ;
>Coords = new Point3f[nr];
>for(int i = 0; i < nr; i++)
>Coords[i] = new Point3f((float)grondvlak.xpoints[i]/1000.0f
 ,hoogte/1000.0f,
>(float)grondvlak.ypoints[i]/1000.0f);
>coordinateIndices = new int[1];
>coordinateIndices[0] = nr;
>
>int[] contourCounts = new int[1];
>contourCounts[0] = coordinateIndices.length;
>
>GeometryInfo gi = new GeometryInfo(GeometryInfo.POLYGON_ARRAY);
>gi.setCoordinates( Coords );
>gi.setStripCounts( coordinateIndices );
>gi.setContourCounts( contourCounts);
>
>Triangulator tr = new Triangulator();
>tr.triangulate(gi);
>NormalGenerator ng = new NormalGenerator();
>ng.generateNormals( gi );
>Stripifier st = new Stripifier();
>st.stripify( gi );
>
>vormpje = new Shape3D(gi.getGeometryArray(), 
>createAppearance(objColor));
>vormpje.setCapability(Geometry.ALLOW_INTERSECT);
>totalShape .addChild( vormpje );
>
>My question is what is going wrong and how can i correct its:
>with regards
>AANT
>
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Re: [JAVA3D] Testing with J3D1.3B1 and JDK1.4

2002-02-22 Thread Kelvin Chung

>X-Unix-From: [EMAIL PROTECTED]  Mon Feb 18 05:42:09 2002
>Date: Mon, 18 Feb 2002 06:41:30 -0700
>From: Daniel Selman <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Testing with J3D1.3B1 and JDK1.4
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2600.
>Content-transfer-encoding: 7bit
>Importance: Normal
>X-Priority: 3 (Normal)
>X-MSMail-priority: Normal
>Delivered-to: [EMAIL PROTECTED]
>Comments: cc: [EMAIL PROTECTED]
>
>All,
>
>I've been testing my book examples with the configuration below and have
>seen a few bugs and changes in behavior compared to the previous release. On
>the whole however I am very pleased with the results of running against the
>Beta. Java 3D 1.3 is looking very promising indeed!
>
>FYI: the book/examples should be available within a few days! :-)
>
>Sincerely,
>
>Daniel Selman
>
> configuration and issues 
>java version "1.4.0"
>Java(TM) 2 Runtime Environment, Standard Edition (build 1.4.0-b92)
>Java HotSpot(TM) Client VM (build 1.4.0-b92, mixed mode)
>


>
>Reading rasters is broken:
>java.lang.NullPointerException
>at
>javax.media.j3d.GraphicsContext3D.doReadRaster(GraphicsContext3D.java:2238)
>at
>javax.media.j3d.GraphicsContext3D.readRaster(GraphicsContext3D.java:2205)
>at
>org.selman.java3d.book.rastertest.RasterTest$RasterCanvas3D.postSwap(RasterT
>est.java:235)
>at javax.media.j3d.Renderer.doWork(Renderer.java:248)
>at javax.media.j3d.J3dThread.run(J3dThread.java:256)
>

This is bug 4614743 which is fixed in v1.3 beta2 release.

Thanks.

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

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Re: [JAVA3D] controlling the frame rate

2002-02-22 Thread Mark Hood

> Date: Fri, 22 Feb 2002 12:19:11 -0500
> From: Fred Klingener <[EMAIL PROTECTED]>
>
> As long as your 'long' frame delays are on the order of a second (i.e. delay
> >> 15ms) and you can tolerate the grainy resolution, then using
> wakeupOnElapsedTime(delay) should be ok for your normal 'standby' display.
> In your AWT code, you make the model changes and set wakeupOnElapsedFrames(0)
> and reset to wakeupOnElapsedTime(delay) after your changes have run their
> course.
>
> I haven't built anything that runs this way, so it's more hunch and
> prejudice than anything.  It's where I'd start though.
>

com.sun.j3d.utils.behaviors.vp.ViewPlatformAWTBehavior uses a similar technique
except that it uses postId() when the mouse is clicked instead of
wakeupOnElapsedTime(), and then switches to wakeupOnElapsedFrames(0) when the
mouse is in motion.  Check out its processStimulus() implementation for a
concrete example of how this works.

-- Mark Hood

> From: "Schäfer, Peter" <[EMAIL PROTECTED]>
> Sent: Friday, February 22, 2002 11:44 AM
>
> > 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 ?

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Re: [JAVA3D] Antialiasing?

2002-02-22 Thread Mark Hood

> Date: Fri, 22 Feb 2002 16:05:17 -0500
> From: RWGRAY <[EMAIL PROTECTED]>
>
> Does anyone know anything about setting/using the antialiasing for a View?
>
> The documentation reads: "If enabled, the entire scene will be antialiased
> on each canvas in which scene antialiasing is available."
>
> I don't understand which canvases are available for antialising and which
> are not

Call the queryProperties() method of Canvas3D to get a Map of Java 3D
properties, and then call get("sceneAntialiasingAvailable") on the Map to see
if scene antialiasing is available.  Its availability is dependent upon your
hardware and the particular OpenGL or D3D driver you're using.

-- Mark Hood

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Re: [JAVA3D] J3D resources shared among the same JVM?

2002-02-22 Thread Kelvin Chung

Hi,

   There is one MasterControl Thread to schedule
the running of all Java3D threads for every JVM instance.
This is used to synchronized some resource and Java3D threads.
In particular, synchronization is needed for multiple Canvas
in the same screen to ensure that OGL context is access
in a thread safe manner per screen. An advantage is that the
resource (Texture/displayList) is shared among the same VM 
if property -Dj3d.sharedctx=true is set in OpenGL version.
By default, this property is true under Solaris and false
under windows.

- Kelvin
---
Java 3D Team
Sun Microsystems Inc.
   
>X-Unix-From: [EMAIL PROTECTED]  Fri Feb 22 03:02:24 2002
>Date: Fri, 22 Feb 2002 10:56:46 -0800
>From: António José Cacho <[EMAIL PROTECTED]>
>Subject: [JAVA3D] J3D resources shared among the same JVM?
>X-Sender: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Delivered-to: [EMAIL PROTECTED]
>
>Hi
>I have been doing some research is performance tuning of j3d.
>I found that most of the times when spawning several SimpleUniverse from
>the same JVM, each with its own intended frame-rate, the result was that
>the frame rate would level to the slower.
>If the slower SimpleUniverse is terminated, then the others increase to the
>speed of the next slower one.
>This does not happen when launching from different JVM.
>(In fact it is even more convoluted, since twice I got really different
>frame-rates between SimpleUniverse spawn from the same JVM, with the same
>test app!)
>It seems to suggest that the optimization of Java 3D or of the
>SimpleUniverse itself established some shared resources from which the
>posting of frame buffers got synchronized.
>Is ti the case? Sometimes it seems necessary to understand more deeply the
>architecture of the implementation, so the resulting system behavior is
>more predictable.
>Thanks,
>   Antonio Cacho
>
>PS: This is part of a JADE (http://sharon.cselt.it/projects/jade/)
>multi-agent system I have been working in.
>Some of the agents have a 3D UI, establishing a virtual environment, some
>other have only a 3D representation in that virtual universe. I need to
>hand most of the CPU resources to the reasoning system of the agents, so I
>have tried both a sleepy Canvas3D.postSwap(), and the straightforward
>View.setMinimumFrameCycleTime().
>By the way, what would be the comparative benefits of using instead a
>behaviour?
>(I am running a dual Athlon with half giga registered DDR, an Elsa Quadro
>DCC 64MB DDR, on Win2K SP2, JDK1.3.1, and J3D1.3Beta1.)
>
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Re: [JAVA3D] xj3d error: Sun VRML Loaders do more including BiPed & H-Anim Avatars

2002-02-22 Thread Gerard Peregrin

In a message dated 2/22/02 12:06:14 PM, [EMAIL PROTECTED] writes:

<< Ummm... try
http://web.nps.navy.mil/~brutzman/ to have a look at some of the stuff he's
doing with X3D/VRML >>

Thanks for the reference, I like the 3D browser initiative.

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[JAVA3D] problem rendering IndexedTriangleStripArray and IndexedLineStripA rray

2002-02-22 Thread Subu

Hello,

I've got this Shape3D object and to it i add IndexedTriangleStripArrays and
IndexedLineStripArrays. The PolygonAttributes associated with this Shape3D
object has back facing normals flipped and does not cull any triangles
(front or back facing). While rendering this Shape3D object, back facing
polygons are culled.

Whats interesting is that if IndexedLineStripArrays are NOT added to the
Shape3D object, triangles are not culled.

Thanks.

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