[EMAIL PROTECTED] writes:
> I tried it but found heavy bugs related to texturing
> immediately. Nearly no texture is displayed correct. Sometimes the
> wrong texture is displayed on an object and sometimes it looks like
> the right texture but it is damaged (stretched or displayed with
> some kind
I tried it but found heavy bugs related to texturing immediately. Nearly
no texture is displayed correct. Sometimes the wrong texture is displayed
on an object and sometimes it looks like the right texture but it is
damaged (stretched or displayed with some kind of strange modulo-values).
The same
Spam
On Sun, 21 Dec 2003 14:16:35 -0800, WorldShow3D <[EMAIL PROTECTED]>
wrote:
WorldShow3D Software Company
3717 Meadow View Dr.
Dexter, MI 48130
Http://worldshow3d.home.comcast.net/
You don't need to re-invent the world!
==
I have all the things to run java 3D,but when i run the applets,i get a message applet
started and nothing comes on the screen.
It happens with all the standard examples given at java site including "hello
universe".
What might be the reason ???
On Mon, 22 Dec 2003 Juergen Kreileder wrote :
>
>T
In case somebody wonders about the broken PGP signature on the
announce mail: Looks like Sun's mailing list software messed it up by
modify the signed part (by removing 'Content-Transfer-Encoding:
quoted-printable' line). The signature on the mail sent out
by <[EMAIL PROTECTED]> is intact.
WorldShow3D Software Company
3717 Meadow View Dr.
Dexter, MI 48130
Http://worldshow3d.home.comcast.net/
You don't need to re-invent the world!
===
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The Blackdown Java-Linux Team is happy to announce the availability of
Java3D 1.3.1 for Linux on AMD64 and i386:
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 geo
My problem is this:
I'm working on a collision detection engine for FPS-like games. So
everything works fine except for this situation: I walk towards a wall at
an angle otehr than 90 degrees. What happens is that when I comes as close
to the wall as my pickSegment reaches it, it gets the vector p