Kevin wrote:
All,
Is there a way to find out if an object is in the current View or not?
I have an object that I would like to stay on the edge of the screen no
matter how I resize the window or move the viewpoint. Is there a better
or different way to do what I am wanting to do?
The easiest
Hi Nikolai,
I tried to find the "frustum utility classes" in j3d.org but I did not see it.
Could you giveplease the exact url or the menu/submenu.
Thanks,
Thierry
---Original Message---
From: Discussion list for Java 3D API
Date: vendredi 12 mars 2004 12:56:14
To: [EMAIL
Thierry Milard (free) wrote:
Hi Nikolai,
I tried to find the frustum utility classes in j3d.org but I did not
see it.
Could you give please the exact url or the menu/submenu.
Thanks,
Download the code from: http://code.j3d.org/
--
Nikolai V.
thanks...I'll try them out.
kddubb
On Fri, 2004-03-12 at 04:56, Nikolai V. Chr. wrote:
Kevin wrote:
All,
Is there a way to find out if an object is in the current View or not?
I have an object that I would like to stay on the edge of the screen no
matter how I resize the window or move
I can confirm it now.. Java3D for Linux does not work with the IBM JDK
(1.4.2).. it does work with the Blackdown (same version no.)
Thanks all for your help..
Adnan.
On Thu, 2004-03-11 at 14:14, Michael Schnieders wrote:
Are you using the Blackdown, Sun or IBM JDK 1.4.2? I don't think Java3D
Hey all,
I'd like to get some advice about what API I should
get involved with. I've been hearing several
recommendations on the irc channels to go w/ the
opengl api for java as opposed to java3d api. Any
thoughts? I've got to do some work involving thousands
of tetrahedrons to cover surface
for speed I'd go for OpenGL ...problem is the api is a bit harder...not as
many things are built in as
with Java3D. Java3d though has great interface support (ie gui interface via
Swing or even AWT)and Java3D is more portable.
Take a look at JOGL (Java3d and opengl)...maybe it will serve you
Hi everybody,
I have several little problem in developping Java3D application for
photogrammetry result visualization,
I hope somebody here can help me...
first point:
when I use boundind box and combine method I obtain a box biger than the
exact one, I mean if
I do it recursion the bounding
William I. Zumwalt wrote:
Hey all,
I'd like to get some advice about what API I should
get involved with. I've been hearing several
recommendations on the irc channels to go w/ the
opengl api for java as opposed to java3d api. Any
thoughts? I've got to do some work involving thousands
of
Hello,
I get the following exception when I run my own j3d based java application
under MacOS X 10.3.2 Panther with Java3D 1.0 *beta*:
java.lang.IllegalMonitorStateException: current thread not owner
at javax.media.j3d.DrawingSurfaceObjectAWT.unlockAWT(Native Method)
at
On Fri, 12 Mar 2004 09:00:19 -0800, William I. Zumwalt [EMAIL PROTECTED]
wrote:
Hey all,
I'd like to get some advice about what API I should
get involved with. I've been hearing several
recommendations on the irc channels to go w/ the
opengl api for java as opposed to java3d api. Any
thoughts?
Silvère Martin-Michiellot wrote:
At 21:22 09/03/2004 -0500, you wrote:
Silvère Martin-Michiellot wrote:
I'd like to look at your package. Where is it? Your homepage seems to
have been down since October.
Send me a personal email at [EMAIL PROTECTED] with your
email address, I'll send you a
I would actually argue that the OpenGL API for Java (Jogl) is more
portable. There are official ports for Windows, Linux, and OSX as
opposed to Java3D's official Windows port, unofficial Linux port, and
not-widely-reported, developer OSX port. I have had no trouble running
my Jogl application on
It really just depends on if you are comfortable with the OpenGL API. If
so, and you would like the same low-level access in Java, I would
recommend Jogl. And I have found Jogl to be very portable with official
Sun Windows, Linux, and OSX ports.
Otherwise, the higher-level API of Java3D might
It can very depending upon the type of structure that
is fed into the system. I would even go so far as to
say at some point, a million. We've got the compute
power as models are currently run overnight, but the
project needs to be updated and ported for
multiplatform use and I'm researching how
Hey all,
Let me ask this question ... would it make sense to
buy an opengl book to study if I'm going to do jogl?
There's much more printed material and examples for
opengl than I'm finding for jogl.
Any comments, advice?
__
Do you Yahoo!?
Yahoo! Search - Find
Also, the Jogl forum on javagaming.org is a good reference.
Main site:
https://jogl.dev.java.net/
Forum:
http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl
Sean
On Fri, 2004-03-12 at 13:57, William I. Zumwalt wrote:
Hey all,
Let me ask this question ... would it make sense to
On Sat, 2004-03-13 at 04:47, Sean Sylvis wrote:
I would actually argue that the OpenGL API for Java (Jogl) is more
portable. There are official ports for Windows, Linux, and OSX as
opposed to Java3D's official Windows port, unofficial Linux port, and
not-widely-reported, developer OSX port. I
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