As a remedial solution, why don't you set the
TriangleFanArray's userData with a ref to the Cone
object, i.e ta.setUserdata(someCone), assuming the two
are associated with each other.
ps. did you ever post your solution to the
setcapabilites stuff you claimed to be the last 1% :)
--- "Brobbey,Isa
I know that they are not supported directly (moved to GPU), but is there
any simple loader for them, just unpacking to plain image ?
This question was already asked one year ago and there was not utility
for that back then. How does it look now ?
Artur
===
If I want to add a single point in 3D space, is there anything else I can
use to draw this rather than using an entire PointArray with one point.
Thanks
Zak
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in t
Hi all,
I've got some problem using the class behavior to
detect clicks on shapes. It seems that when the viewer
gets very near to the object, this object can't be
clicked. That's really bothering me. If anyone could
give me some insights...
Thanks
Frank Bellegarde
_
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 W
At 03:42 PM 1/31/2003 +0100, you wrote:
There are several ways to use transparency.
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
Cone is a primitive object, not a Geometry object. you should get exception
for that.
At 12:39 PM 1/31/2003 -0500, you wrote:
hi all:
given the code below:
sceneGraphPath = branchGroup.pickAny(pickRay);
System.out.println("scene graph="+"
"+sceneGraphPath.toString());
In your code, you should do the cast AFTER you verified the class type :
that is, instead of :
Cone conex=(Cone)geom;
if (conex instanceof Cone) {
Cone conex=(Cone)someCone;
...
you should:
if (geom instanceof Cone) {
Cone conex=(Cone)geom;
...
This is not going
hi all:
given the code below:
sceneGraphPath = branchGroup.pickAny(pickRay);
System.out.println("scene graph="+"
"+sceneGraphPath.toString());
Shape3D shape3d = (Shape3D)sceneGraphPath.getObject();
Geometry geom = shape3d.getGeometry();
Dear all:
this is my scenegraphPath
scenegraphPath = javax.media.j3d.Locale@10dc656 :
com.sun.j3d.utils.geometry.Cone,
Protein@1584807 :
javax.media.j3d.Shape3Djavax.media.j3d.TriangleFanArray@e0e515
LocalToVworld Transform:
0.0375749076740305, -0.005965948985267853, -0.012350453208999744,
0.12
thanks for your reply
ok, it's easy with a primitive shape (sphere, cone)
texture coordinates are automaticly created
but how can i do that with a irregular geometry??
sorry if my question is stupid...
I understand how to use the textCoordinate with a
unique texture map onto a shape but not with a
Hello,
I wrote a program which uses more than 32 Canvas3D. Normaly I got an Exception because
of the Bug 4359764. In prevoius Java3D version I simple decompile the 'MasterControl'
class and fixed the bug.
Now I use JRE 1.4.1. Only Java3D version 1.2.1_04 and upwards running with JRE 1.4.1.
But
Thank you for the tip! It is the type that I used finally worked right. But
I did use "save as". some good luck that I have!
Lan
At 03:44 PM 1/31/2003 +0100, you wrote:
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 Photos
> 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
>
The best way to do EXACTLY what you want is to NOT use TexCoordGeneration,
but to add the texture coordinates to the vertex definition in your
geometry.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: R. Carassou [mailto:[EMAIL PROTECTED]]
Gesendet: Donnerstag, 30. Januar 2003 18:00
An: [E
-Ursprüngliche Nachricht-
Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 31. Januar 2003 15:23
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] advice and tips on a tree
>Do you mean that I need to create geometry in a similar shape as the tree
>shape in image?
That is it! That is the attribute that I missed.
Thank you again, Florin! Have saved me from a miserable weekend and may be
more days!
Lan
At 02:44 PM 1/31/2003 +0100, you wrote:
For the appearance attribute of the shape using textures with
transparencies, you may need to add TransparencyAttri
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. Janua
There are several ways to use transparency.
1. The following formats in which you can export from Photoshop support
transparencies: GIF, PNG-8 and PNG-24. JPG format DOES NOT SUPPORT
TRANSPARENCY. GIF and PNG-8 doesn't use an Alpha channel, so a special
colour is marked as being the transparent co
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
For the appearance attribute of the shape using textures with
transparencies, you may need to add TransparencyAttributes with value=0 and
mode=BLENDED.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
Gesendet: Donnerstag, 30. Januar 2003 21:48
An:
Hi All,
Have been trying to understand the Java3D hierarchy.
As i understand, a locale provides a co-ordinate system to the universe.
But it is stated that a universe can have multiple locales. I can
understand that too to some extent. When we add a node we specify its
position, geometry, etc w
Sorry, I pressed the send button before writing anything.
Florin
-Ursprüngliche Nachricht-
Von: Kevin Glass [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 31. Januar 2003 09:29
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] advice and tips on a
tree
Did I miss som
Did I miss something, or is this email a repost?
Incidently, what format is your image? Does it actually have an Alpha
channel?
Kev
> -Ursprüngliche Nachricht-
> Von: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Gesendet: Donnerstag, 30. Januar 2003 21:48
> An: [EMAIL PROTECTED]
> Betreff
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