Hi Frederik,
In the polygon attributes, you should also set the flip backface normal
attribute. That should solve your problem on OpenGL implementation. On
DirectX, this attribute is not supported.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Discussion list for Java 3D API
You're making an integer division, thus on very fast machines it may result
in 0 (zero). You should change to 1000.0, so you'll have a double precision
division.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Auftrag von Ben Moxon
OpenGL also supports quad strips. Why that was ommited from java3d ? Tested
on several platforms, quad strips on opengl are drawn faster than triangle
strips.
Florin
-Ursprüngliche Nachricht-
Von: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Auftrag von
[EMAIL PROTECTED]
Most
probably your code is the culprit. I've played a lot with java3d, jogl, gl4java
and plain C/openGL, and i can tell you that a good written scene will render
with the sameframerate on all those platform. And I've used scenegraphs
containing 10^4 objects. The only thing bothering me is
Multiply all the transforms of the transform groups. From the resulting
transform you can extract only the translation component.
Cheers,
Florin
-Ursprungliche Nachricht-
Von: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Auftrag von ashish khandelwal
Gesendet: Donnerstag,
The simplest way IMHO is to create a separate geometry containing only
lines. A box of lines!
That's what I'm doing to highlight the selected object in the scene: the
selection marker is a line-geometry cube of size 2 centered in origin
(-1,-1,-1)-(+1,+1,+1). Above it I have a transform group.
Title: Message
There
is obviously no difference since you're still using quaternions like euler
angles. In other words, as long as you use pitch/yaw/roll you're always have
gimbal locks, regardless of what intermediate transformations you use. If you
don't want gimbal locks, just stop using
Why don't you look into the source code of OrbitBehavior ? I didn't have any
problems modifying it to suit my needs. What you're saying is simple to
realise, actually you'll only have to remove some code from OB.
Cheers,
Florin
-Ursprungliche Nachricht-
Von: Discussion list for Java 3D
Yes, I expect to see through the hole. if you don't see anything, then your
rectangle doesn't have a hole. Btw, if you want to see something through the
hole, you must have some other object behind it, isn't it ?
Florin
-Ursprüngliche Nachricht-
Von: Discussion list for Java 3D API
Since you keep all the data in two float arrays, wouldn't it be better to
have it in a binary file ? Your class will have a constructor with the
argument the name of the file containing the data. Reading from a binary
file *is* the fastest, faster even than the loading of such a huge class.
...
Kind regards,
Pascal
-Original Message-
From: Florin Herinean [mailto:[EMAIL PROTECTED]
Sent: jeudi, 10. juin 2004 09:33
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Set antialiasing in
SimpleUniverse ?
If you are on a windows box, the simplest way to
enable antialiasing
Here is the file format description, both ascii binary:
http://www.ennex.com/~fabbers/StL.asp
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Rahul Khanna
Sent: Freitag, 11. Juni 2004 11:50
To: [EMAIL PROTECTED]
Subject: [JAVA3D] code
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of M. Halpin
Sent: Montag, 7. Juni 2004 16:33
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Source code, licensing, and deployment
looked at JOGL, which runs nicely on OS X, but not on Windows -- too many
Neither full OpenGL nor full DirectX is supported out of the box by Windows.
Whenever you buy a computer or just only a graphic card, you also receive a
CD containing the official drivers for the graphic card. It's just common
sense to install at least those drivers than to have windows install
Encapsulate the function removing the 2TG within:
try
{
... your code ...
}
catch
(Throwable t)
{
t.printStackTrace();
}
You
will see at the console the exception raised, so you'll know what's exactly the
problem, i.e. a message like TransformGroups cannot be removed from live
objects.
I'll suggest also to have a look at OrbitBehavior. It gives you out of the
box everything needed to examine an object, i.e. zooming, rotating, panning.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of cs
Sent: Freitag, 4. Juni
By default, java uses the platform encoding. It seems that your windows
machine has a different character encoding than the linux machine, and
that's why it's working. So, you should use the String constructor with the
character encoding.
new String(bmpPath, 0, len, your char set name);
If
If you just have the raw canvas3d, why don't you put the objects at z=0 ?
(x, y, 0). That would be a decent place to start with. Then maybe you want
to consider the position of your view platform, the size of the objects, the
field of view, etc.
Cheers,
Florin
-Original Message-
From:
response,
I tried to scale it (the model) down by 1/1 and other values
and yet can't see anything.
Is there a way (equation or method) to compute what the viewPlatfrom see
(What's on screen)??
Thanks again
David Gil
- Original Message -
From: Florin Herinean [EMAIL PROTECTED
)
and it's far a way from the accumulated BoundingBox of the model. So if
there is a way to compute what's in the view of the ViewPlatform, mabey I
can move it there..
David
- Original Message -
From: Florin Herinean [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 13, 2004 10:17
Isn't it possible that your model is just too big ? You're sitting *inside*
the model, and because of the backface culling you don't see anything.
Try first to make your model smaller, i.e. to fit into a -1..1 cube and see
what happens. For example, put it into a TransformGroup and set the
Your full screen demo is great. I've used ideas from it to make my
application switch at runtime between various full screen modes and windowed
mode, with both java3d and jogl canvases.
A must see for every full screen beginner !
Cheers,
Florin
-Original Message-
From: Discussion list
That's right. You can achieve reasonably good character animation without
using complicated morphing for joints, just make sure that the animated
parts overlap correctly at the joints, and you won't see any gaps.
Alternatively, you can model the caracter as two separate items: a single,
perfect
70 MB.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Mark McKay
Sent: Mittwoch, 5. Mai 2004 21:46
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] the Need for Speed debate
Florin Herinean wrote:
here are my 2c:
1) carefully
the result but unfortunatly the md3 loader doesn't
seem to like to have it's ressources in a jar so no webstart. Try it if you
feel like (md3 models are very common since it's the quake3 model type).
Alec
*** REPLY SEPARATOR ***
On 06/05/2004 at 09:22 Florin Herinean wrote:
That's right
here are my 2c:
1) carefully design your scene. Don't use TransformGroups if you don't plan
to dynamically move the objects bellow. A static branch containing many
TransformGroups is a waste of resources which results in poor performance
and a high memory usage. Collapse whenever possible such
A.
1. create a BufferedImage
2. obtain a Graphics object from it
3. draw what you want to draw
2a. (alternative to 2 3, directly manipulate bits in the BufferedImage
4. create a Texture from 1.
5. set the texture coordinates of the facet (quad)
6. set the texture 4. in the Attributes of the
Are you using lights ? Maybe you have only directional / spot lights and
forget to add any ambient light.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Allistair Crossley
Sent: Sonntag, 2. Mai 2004 16:42
To: [EMAIL PROTECTED]
using jdk 1.4.2 java3d 1.3.1
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Nikolai V. Chr.
Sent: Mittwoch, 28. April 2004 17:35
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Why does translation affect rotation values
Florin
Read the official API docs again !
First of all, the interrupt() does NOT stop a thread !
interrupt() does special actions *ONLY* if the thread to be interrupted is
in a waiting state, i.e. in wait(), join(), sleep(), blocked in a nio
Selector or in a blocking IO operation (reading from a plain
I don't understand why do you want to check the mouse position if the mouse
is not moving ??? It's obvious that the position is the last one where a
mouse move event was fired. If you really need to know the mouse position at
every moment, then just use the mouse move listener to store the
, I believe it's because of the loop takes
highest priority.
Thank you very much, I appreciate your help.
Andy
Florin Herinean wrote:
I don't understand why do you want to check the mouse position if the mouse
is not moving ??? It's obvious that the position is the last one where a
mouse move
Actually I've tested your code and the culprit is setScale, not
set(translation). That's normal, since what you retrieve is the combined
rotation-scale matrix from the transform3d.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf
in a behavior
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Erik Eriksson
Sent: Dienstag, 27. April 2004 12:48
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Distributed application. Java3D and JSDT.
I'm developing a Java3D
I'm also using a *Dell laptop* (rather old) and in specific situations I'm
able to freeze the whole computer, either using java3d or jogl or native
opengl applications. Consistently I can freeze the computer by resizing the
3d window during animations. I'm having the latest drivers for my graphic
I'll
be very interested to see such a thing. Theoretically it's
possible.
How I
imagine it:
a)
create the swing panel
b)
create an offscreen image
c)
paint the swing panel on the offscreen image
d) set
the offscreen image as a texture of the java3d cube.
The
offscreen image need note
There's nothing wrong with the lookAt method. The problem relies entirely on
your code. Your Arrow, for example, shouldn't take positions as constructor
arguments. It should be always created as center=(0, 0, 0),
pointer=(0, -length/2, 0). That corresponds to the initial orientation of
the 3d
write your own pick-move-behavior. the default one doesn't have any
constraints attached to it, so it only can make a guess on where to
translate the object. if you subclass it or write one from scratch, you can
define your own constraints, for example a gliding plane, or a gliding line,
and you
If you have an java3d installation for the SGI box, your application should
run regardless of where it was developed. However, care should be taken so
that the SGI version of java3d should be greater or equal to the java3d
version of where it was developed. Also, make sure that you meet all the
i think there is a typo bellow, it should be ct3d.invert() instead of
tg.invert()
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Nikolai V. Chr.
Sent: Montag, 26. April 2004 16:48
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D]
Well, as much as I know, Re: is not international, is plain english. And
the RFC's allows for localized content. I think that an english
subject/message is good enough, without requiring the international users to
change the settings of their clients, esp. if they are using the same client
to
I was on vacation until now, so I coudn't reply to your question.
What exactly do you want me to explain ?
The water is a plain mesh consisting of a series of rectangles. Initially is
flat, meaning that all the points have the same z coordinate and the same
normal (0, 0, 1). Inside the behavior,
If the Wavefront object contains normals, then you shouldn't need to use any
NormalGenerator. Just create the surface normals from within 3ds and export
the file *with normals*.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of T
florin,it really looks interesting..
i'll work on this all the nite i think..
thnk u..
--- Florin Herinean [EMAIL PROTECTED] wrote:
Hi Demir,
I've played a little and I've created for you a
class to generate a half
cylinder parametrized by height, inner/outer radius
and number of slices
Why don't you plainly generate your hollow semi-cilinder ? It's really very
simple to generate the coordinates, and you also have full control of the
shape.
In my opinion, for such a simple problem you shouldn't bother using 3d-party
models. Your scene will be composed of 2 objects:
a) the
You should de either one of the followings:
1) set texture coordinates for your TriangleFanArray
2) specify a TexCoordGeneration object for your appearance.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Russell East
Sent:
java3d classes does not need to be included in the classpath. What you need
to do is to check in your %JAVA_HOME%\jre\lib\ext\ for the following files:
j3daudio.jar, j3dcore.jar, j3dutils.jar and vecmath.jar. If they are not
there, then look were they are installed and copy them to the location
Are you running the applet from the comand line or from within the web
browser ? If the later one, then you're settings described bellow does not
apply. You should check what JVM is running inside your browser and if
Java3D is installed for that JVM. For example, I'm running currently on my
Nice applet, but misleading. It works only with the microsoft jvm, which has
directx extensions. So no misteries. It's directly targeted to a specific
product/platform: windows/directx/microsoft jvm.
On default winxp/ie6 instalation, the microsoft jvm is *not* installed, so
if you want to play
It's obvious that the flush() method of J3DGraphics2D is altering the
current view transform, so it's best to be flushed last. As an alternative,
you can use a raster object to make your 2d drawings on it.
You may post your observation as a bug, the fix should be easy (in
flips, what is it about reflected
geometry that causes the issue ?
Vaidya
On Tue, 16 Mar 2004 09:41:07 +0100, Florin Herinean [EMAIL PROTECTED]
wrote:
There is a flag in the PolygonAttributes to flip the normals if the
transform contains a reflection. However, that one works only
they have decided
to invest more in the technology itself.
If there is any interest in this, please let me know,
Lars
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Florin Herinean
Sent: vrijdag 19 maart 2004 9:55
To: [EMAIL PROTECTED]
Subject: Re
again to get the reflected geometry.
Anyways, thanks for the brainstorming, and it's possible that I may have
missed something in your argument.
Vaidya
On Fri, 19 Mar 2004 10:08:01 +0100, Florin Herinean [EMAIL PROTECTED]
wrote:
Actually you can change the winding in the PolygonAttributes
There is a flag in the PolygonAttributes to flip the normals if the
transform contains a reflection. However, that one works only with the
opengl version, and not with the directx version of j3d.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL
, the interesting thing is that if rotation can correctly handle the
appropriate CCW winding and normal flips, what is it about reflected
geometry that causes the issue ?
Vaidya
On Tue, 16 Mar 2004 09:41:07 +0100, Florin Herinean [EMAIL PROTECTED]
wrote:
There is a flag in the PolygonAttributes
The problem is that in that case, the ones who's putting the dot are the sun's
developers. The NPE occurs in a place where it should never happen, i.e. an internal
java3d class that you can never deal with in your code:
javax.media.j3d.TransformGroupRetained. Clearly a bug.
However, the Sun
Title: Strange rendering issues (Now with _real_ attachments)
Cool
efects ! ;-)
What
happens if you turn double sided polygons on ? If then your image looks ok, it's
most probable that you're having problems with the graphic card zbuffer
resolution, i.e. front polygons and back polygons
Why don't you just try it ? Is it so complicated ? Try first to create one
new leg, and then if you see 2 legs in java3d, then you know what's the
problem.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Flavius Alecu
Sent:
where I can read about this? How do
texture sets work??
thanx
From: Florin Herinean [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D API [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] same shape3d, different textures
Date: Wed, 3 Mar 2004 10:58:28 +0100
You can do it if your
You can do it if your card supports multitexturing. Just set for one wall
one texture coordinate set and for the other another texture coordinate set.
But that's cumbersome. Much easier and intuitive is to just have two
Shape3D's, one for each wall. Another option is to have one texture, which
Michael is right. For such things maybe it's better to just use simple
bounds collision detection. Depending on the form of your avatar, you may
use a sphere or a box, or a collection of those if you really want to have a
very precise collision detection (i.e. sphere for head, boxes of various
You should update your directX AND after that your video drivers. Sometimes
that fixes problems with java3d. Or switch to the opengl version. In both
cases it's a good ideea to have the latest video drivers installed. Somehow,
java3d doesn't work well with the stock Microsoft drivers provided at
case uing the ArmingPath doesn't works).
On Tue, 24 Feb 2004 14:12:35 +0100, Florin Herinean [EMAIL PROTECTED]
wrote:
Michael is right. For such things maybe it's better to just use simple
bounds collision detection. Depending on the form of your avatar, you may
use a sphere or a box
a=x,
b=y, c=z
So, if
you're still confused, maybe you've put the wrong question. Maybe you should
have asked how are the coordinate axes organized in java3d. The answer to the
second one:
+x is
from left to right of the screen.
+y is
from bottom to top of screen.
+z is
from behind the
That's
tricky, so you need to use tricks ;)
The
problem is that the renderer runs in another thread that the one in which you're
modifying the shape3d.
1.
first option is to stop the renderer before you remove the geometries and start
it again after you've finished adding. pros: very easy
Ok, now I understand better. You can still use 1 TriangleArray holding all
your geometry. Better, BY_REFERENCE, and then you update it with a
GeometryUpdater. That ensures that the whole geometry will be consistent.
And, considering what you're doing, the fastest option.
Cheers,
Florin
Hi
Bassam,
maybe
you're on the wrong list here, don't you think so ? Questions about how to use
3ds should go to the 3ds mailing lists, where (most probably) you'll get
qualified answers.
Cheers,
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL
If you
have the sources of the C program, then probably the simplest way will be to go
with Swing JOGL. If not, go with Swing Java3D
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Naomi
GreenbergSent: Montag, 9. Februar
-
From:
Florin
Herinean
To: [EMAIL PROTECTED]
Sent: Monday, February 09, 2004 9:52
AM
Subject: Re: [JAVA3D] Porting OpenGL
application
If
you have the sources of the C program, then probably the simplest way will
be to go with Swing
I've never played with software stereo. Why don't you use the hardware stereo
capabilities ? I'm generating normal, 1 eye images, and then I'm activating the stereo
capabilities from the control panel of the graphic card. That way, everything is done
in the hardware itself and I'm not
, Florin Herinean [EMAIL PROTECTED]
wrote:
I've never played with software stereo. Why don't you use the hardware
stereo capabilities ? I'm generating normal, 1 eye images, and then I'm
activating the stereo capabilities from the control panel of the graphic
card. That way, everything is done
I've never seen that behavior, but I can imagine one. Isn't it possible that
your application throws an uncaught runtime exception in the processStimulus
method that causes the behavior thread to silently die ? That way, all the
other threads continues to work, including the rendering and awt
On the original article, there was no mention of Java 3D. Only java and 3-D
viewers, which may not necessarily be java. And if it's java, there are
several 3d java implementations, java3d is only one of them.
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL
It works fine for me, I've just tryied.
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Michael Pfeiffer
Sent: Freitag, 9. Januar 2004 13:41
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java3D webstart
Are you sure this JNLP file
Your Canvas3D doesn't have the input focus, that's why you need to click
first on it. You should just transfer the focus to it after your application
starts, there is a method in java.awt.Component, requestFocus();
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
You
should make sure you have the latest xp drivers for your graphic card
installed.
Cheers,
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Fei
LiSent: Montag, 1. Dezember 2003 23:56To:
[EMAIL PROTECTED]Subject:
You'll find
everything in the apidocs ! Just read them. Available to download at the
official site: http://java.sun.com/products/java-media/3D/download.html
Cheers,
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of dafna
Hi
Mario,
it's
better to be a JDialog, mainly if you want it to be a modal one. I've done it
several times and it's working great.
So,
create the JDialog, put your wizard inside, don't forget to call on the dialog
setModal(true), and when you want to display it just call .show() method.
Make all the static variables of this class null. That should be enough to
release all the references that that class are holding.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Carlos Vieira
Sent: Donnerstag, 13. November
Hi Jorn,
I haven't tryied for myself, but I would suggest to split the scene into 2
objects:
a) the main scene, which will include everything that's in the close
distance, and with which you won't have any problems with the Z-Buffer
b) a background *geometry*, not a texture, but one or more
I'm not the expert in Xj3d, but I expect my observation is true: maybe the
TriangleArrays just don't have any associated vertex colours and uses some
Material ?
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Mr H. Morgan
Sent:
Title: Message
You'll
better create the complete thing in createSceneGraph, including the rotator.
Then in your startRotate / stopRotate / whateverYourButtonsWantsToManipulate you
justset the neccessary values ofthe alpha
object.
i.e.
a.
create the complete scenegraph with alpha paused.
Comming with additional notes from my old searchings into the issue:
illum has 3 allowed values:
0: only the kd value is considered, lighting disabled.
1: ka kd, lighting on
2: ka, kd, ks, ns, lighting on
Textures are defined by:
map_k? file_name, where
I
think there is another explanation for what Jean is observing: Windows is
detecting that the window is no longer fully active, and then it discards large
blocks of unused data. That phenomenon is visible with *any* windows program.
It's part of how Windows handle memory usage.
Besides
for my
application since the only solution to free all this
memory is to restart the whole application again which
doesnot make any sense(I Hope that the solution of
Jean-Robert will help) or if any one can provide me
with a final solution please
Best Regards
--- Florin
a OutOfMEmoryError : why
125MB? Is there a reason? [Florin Herinean]You can increase the
memory avaliable to java by using -Xmx and -Xms VM options.For
example:
java
-Xmx256M your.class
Be
aware that if your *physical* memory is less than the one allowed for jvm by
-Xmx, you
Title: Message
Why
don't you just use the build-in OrbitBehavior ? It's doing exactly what you have
described you want to have.
Cheers,
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Chris
BartlettSent: Mittwoch, 22.
Reduce the size of the window, reduce the resolution of the screen, reduce the depth
color. Did I forgot something ?
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Robert Gomez-Reino
Garrido
Sent: Donnerstag, 23. Oktober 2003
Hi,
I don't know so much about VMWARE, but from what you have described, it's a
sort of win2000 emulator on top of whatever linux distribution you have. So
exactly that's your problem: java3d needs a real 3D graphics device, not an
emulated one (if there is any !!!).
Question: why don't you run
All the capabilities must be set *before* the object is compiled or made live.
After that, if you have set the correct capabilities, you can change what ever you
want.
Cheers,
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Madeti,
For smooth movement. Otherwise, your scene will move in jumps, which is not
nice.
Florin
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Paul Brown
Sent: Donnerstag, 25. September 2003 22:07
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] swing
PROTECTED]
Subject: Re: [JAVA3D] swing paint problems
But wouldn't be there a possibility to optimize it? I think when no key is
pressed it is not necessary to wake up for every frame.
On Fri, 26 Sep 2003 11:56:11 +0200, Florin Herinean [EMAIL PROTECTED]
wrote:
For smooth movement. Otherwise
If the
angle between the normals of the triangles are not 0 or PI, then the triangles
can NEVER be in the same plane. I really don't understand what you want to do
!
Cheers,
Florin
-Ursprngliche Nachricht-Von: Discussion list for
Java 3D API [mailto:[EMAIL PROTECTED]Im
I
think that for BY_REFERENCE mode the only non-deprecated methods are those that
uses arrays of floats/doubles. It doesn't make any sense to use arrays of
Point3f
since
in that case it *must* transform them into an array of floats to be able to pass
them to the graphic card!
Cheers,
, 2003 2:04 PM
Subject: [JAVA3D] excessive GC on GeometryUpdate
Hi Allesandro,
Although I am using by_reference with IndexedGeometryArray
a lot I never checked the resulting GC, so I cannot give you a
useful answer. Maybe this would be a good one for Florin
Herinean to answer. So, I tought
Did you have a look into the source code of some core java3d (decompiled)
classes ? Or even look with javap at member definitions ? For example,
almost all of the native methods present in Canvas3D have *direct*
counterpart in opengl. I don't think that java3d will loose performance by
replacing
.. in that case, couldn't java 3d be sped up by
changing the architecture so it doesn't map to OpenGL..
Kev
Florin Herinean wrote:
Did you have a look into the source code of some core java3d (decompiled)
classes ? Or even look with javap at member definitions ? For example,
almost all of the native methods
You have a problem with setting the angles. In your sequence:
Rot.rotX(angleX);
Rot.rotY(angleY);
Rot.rotZ(angleZ);
Rot will contain only the last call, since each rotN will *replace* the
previous one. They are not cumulative !
You should use setEuler instead.
Isn't that a simple translation ? Did I understood wrong ?
Transform3D.set(1.0 /*scale*/, new Vector3d(B.x - A.x, B.y - A.y, B.z -
A.z));
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Chris Fenton [mailto:[EMAIL PROTECTED]
Gesendet: Freitag, 20. Juni 2003 14:54
An: [EMAIL PROTECTED]
rry, I hadn't looked.. in that case, couldn't java 3d be sped up by
changing the architecture so it doesn't map to OpenGL..
Kev
Florin Herinean wrote:
Did you have a look into the source code of some core java3d (decompiled)
classes ? Or even look with javap at member definitions ? For
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