Hi
It can be found at
http://www.antiflash.net/java3d/comicshader.html
It's rather straight forward, no specular shading as this would need a
view dependent recalculation of the texture coordinates and as long as no
Vertex shaders are supported in J3D I think it's not worth the
trouble.
Hi
Well a line can have an infinite number of normals that's why
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Hi
Yes, but a max loader is still missing. Is there a certain reason for that??
I think the main reason for this, is that there is no documentation
for it free available. And there are so many MAX-Format Versions now
(R1,R2,R3,R4,R5) which all have some significant changes. Even when you
look
Hi
Sorry but you are obviously doing something wrong. Most people (including
myself) experienced exactly the opposite behaviour.
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Hi
Hmm that's strange actually JRE1.4 should give you a boost also.
JRE1.3 and J3D1.3 doesn't work 100% together could be the WGL-error you
get, because FullScreen-Support only works with JRE1.4.
Still must be some sort of obscure bug in the 1.4 machine.
Or are you using 1.4.1?
About the
Hi
So, I suppose my question of the moment is where I can go to learn about the
backbuffer, zbuffer, depth components, and all the things I've yet to even
hear about? Should I look at general 3D resources, OpenGL documents, or is
there a J3D Specific example?
OpenGL or DirectX documents
Hi
Well one more thing, personally I think it is quite stupid to buy really
the latest top-notch card if you're only thinking about doing Java3D. The
top-notch cards mostly have functions which are not available to Java3D
yet (and will likely not before the end of 2003). These cards really show
Hi
Does Java3D allow a programmer to add new rendering capabilities? What
we want to do is to add the capability of concave reflection for objects
(The goal is to render a mirror dome). Is this possible to do with
Java3D? Or is the rendering something the Java3D has no control over?
Thank
Hi
java.lang.NoSuchMethodError: javax.media.j3d.J3DGraphics2D.drawAndFlushImage(Lja
va/awt/image/BufferedImage;IILjava/awt/image/ImageObserver;)V
Well you don't have Java3D 1.3 installed, this is a method in
GraphicsContext which has been introduced in Java3D 1.3
EOF,
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Hi
Geforce2mx400. (For both I'm using the latest vendor drivers). I'm going
to try out DirectX version today.
And well what should I say DirectX-Version is tremendously better,
surpassing easy my old Geforce2mx400.
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Hi
Did you get any answers to this question? I'm about to buy a
new PC video card and I'm curious how the 9700 does with Java3D
Well I can't tell for the 9700 but I just bought the 8500 very cheap.
And well OpenGL Java3D performance is bad. I haven't figured out yet
why, but the situation I
I was wondering what the restrictions on the detail of texture mapping with
Java3D were. I would like to map a high resolution earth tiff file onto a
VRML sphere using Java3D but the tiff file is over 100MB. What exactly are
The problem is normaly texture format which the hardware can handle,
Hi
As we promised here it is, the source code of the
little self-running Java3D demo first shown at
Assembly 2002 in Finland is now available for
download.
http://www.antiflash.net/java3d/wirsindraus_src.zip
you still will need the data files from the release to
get this running though.
Have
Hi
This feature will be possible through programmable shading.
Speaking about features. When will J3D upgrade to OpenGL1.4 likely
with 1.4 I guess, right? (Well at least it would go with the series :)
1.3 = OGL1.3, 1.2.x = OGL1.2 ;) )
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Hi David
3. Multi-pass with multi-texturing. I don't know if this would work, but my
understanding is that if you use more texture units than supported on the
card then Java3d will fall back to multi-pass. if this is true I think you
could set up 4 texture units: base texture, detail
Hi Peter
what I would like to know is how you programmed the camera movements.
Is every move hardcoded, or have you used some tool to do this ?
Well as the code will very likely released at the end of this week you can
have look for yourself :). But to make things short the camera movements
Hi Kevin
I'm having some problems lighting my scene. I need to use per vertex
colors to colour my scene but also want to use lighting. I find if I
apply a Material the colours in the Material override that of my per
vertex colors. I noted that in RenderingAttributes there is a method to
Hi Doug
I believe they only list releases that have had FCS releases. I'm not
sure why they
don't have the 1.X releases. Another way to get bugs to us is to send
No problem as 1.3 is out now and the bug is still there in 1.3final so I
hope they include 1.3 now in the list :)
Btw.: First
Hi
That's funny I don't have a change in speed but in visuals, I suddenly
get interesting artifacts while upgrading from 1.3b2 to 1.3. Seems like
Z-fighting but I'm not sure.
But anyway hail to SUN for releasing J3D1.3final before August :)
My sincere thanks,
J.D.
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Hi Giles
IT-business don't seem to care any bit of X3D it seems.
I'm definately biased, but Xj3D plays X3D content native and I consider
it a decent player :)
Well last time I checked because a Co-Worker was interested in it (okay at
least 2 months ago) it was only able to play X3D which
Hi
When I'm trying to submit a bug in the developer connection
Bug database It's only possible to select J3D1.2.1 and J3D1.2
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Hi
incarnation of VRML called X3D will be unveiled at Siggraph. The Xj3D
project, www.xj3d.org is a sample implementation of this spec that also
I'm not sure if x3d really will start a revival of VRML. Somehow I get the
feeling no one is really interested in X3D, otherwise I can't think why
Hi John
short space of time, but in J3D would it take me long to learn if I know the
underlying concepts?
Well you have to get rid of the state-based thinking and start thinking in
higher levels and in graphs. Basically it shouldn't be so hard, but you
could miss some functionality you have
Hi
at the triangle edges. highlighting would work by doublicating the respective
triangles and by texturing them with another texture (highlight colored) that is
z-offseted to prevent overlaps.
Ohoho bad idea polygonOffset is something which behaves very very
different on different Graphics
Hi David
1. Use an ordered group
2. Have two versions of your geometry
3. The first one should be LINE mode
4. The second version should be FILL mode and CULL_NONE
The idea here is that the only part of the zbuffer which will get set in the
first pass is for all the edges of the lines.
Hi Robert
Check the documentation, which says:
Line width is not supported by DirectX version of Java3D
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Hi
Alright I checked it up with an example OpenGL 1.3 program which
should actually do the same and the behaviour Java3D is showing
is 100% wrong! It seems as in TexCoordGeneration.TEXTURE_COORDINATE_4
the Q Plane is not set correctly or not activated right. At least I get
the same visual
Hi Olivier
how can I get the volume and the surface of a 3D object in java3d?
Well you normaly describe the surface of your 3d objects in the Shape
node so you already should have this. (Geometry = surface). I'm not
sure what you mean by volume but you can get at least the BoundingVolume
Hi
I'm not 100% sure but this looks very likely to a bug to me.
Which relates to my projective texture problems mentioned
already last week. Projective textures work fine by using
TexCoord4f (I've tested this thanks to Raj's suggestion).
But when I use automatic texture generation.
For example
Hi Vidya
I have a simple question. Why the texture image
dimensions should be a power of two? I thought may be
This is simply because of Hardware implementation/restriction
reasons. Alltough Geforce3/4 (don't know about the precussors)
accepts Texture_Rectangles which do not have to be 2^n
Hi
I really start to wonder If anyone ever tried projective textures and had
success. I'v read through the specifications and learnt that J3D1.3
introduced TexCoordGeneration.TEXTURE_4 and TexCoord4x for projective
texturing. So far so good. But nothing in the specification tells me what
the
Hi Raj
I've run Java3D cases with Tex_Coord_3 and Tex_Coord_4 in
conjunction with a Texture2D, and have been able to get
picture-perfect (:)) results with Java3D - Doug and Kelvin
have seen some results. HOWEVER, there is one important thing
Hmm, okay you're using TexCoordGeneration or
Hi Raj
OpenGL needs two commands setting the mode and setting the plane where one
is EYE_LINEAR and setting the plane is EYE_PLANE. Ahh must be the heat.
I'm not sure...this may probably help
In which space do you specify the plane equation coefficients
when you set the EYE_PLANE
Hi Raj
Since you were having trouble reconciling the OpenGL and
Java3D results, was just wondering if you were setting
appropriate plane equation coefficients in both cases.
Well I think yes. I've read it through and through again. As I know
that OpenGL will automatically multiply the eye
Hi J3D-Gurus.
I'm a bit buffeled about the Eye_Plane TexCoordGeneration, somehow I
think it differes a bit to Eye_Linear of OpenGL. Is this assumption
correct? At least I get two different results from the nearly same
code and even my S/T/R/Q planes are the same. But the visual appearance
Upps I think I wrote something stupid
I'm a bit buffeled about the Eye_Plane TexCoordGeneration, somehow I
think it differes a bit to Eye_Linear of OpenGL. Is this assumption
Eye_Plane in OGL of course not Eye_linear
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Hi
Yes it's me again. I just noted.
OGL EYE_LINEAR and EYE_PLANE
J3D EYE_LINEAR
J3D EYE_LINEAR == OGL EYE_LINEAR or
J3D EYE_LINEAR == OGL EYE_PLANE ???
If its the first case it's no wonder that the result aren't the same.
EOF,
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Hi
Ahh sorry, sorry forgot what I wrote I'm so stupid I completly forgot that
OpenGL needs two commands setting the mode and setting the plane where one
is EYE_LINEAR and setting the plane is EYE_PLANE. Ahh must be the heat.
But still it's strange. I wonder if the calculation is different. What
Hi
pixel shader instructions, for both DirectX and OpenGL. It looks like the
compiler only works for NVIDIA cards for now, but other vendors (ATI?) will
be able to make their own implementations.
That's unlikely to happen. ATI is at the moment ahead of NVIDIA. And ATI
won't agree on a
Hi Christoph
The problem is manufacturers want to get the 'jump' on their rivals by
trying to force their 'standards' out, and fool people into thinking
everyone will adopt them. Everyone buys their cards, the other vendors
are upset, and make their own super cool feature (TM) and want in on
Hi Smith
Face it--PC Games are such a limited market compared the console platforms... if one
of these platforms (GameCube, PS/2, Xbox), or more specifically an UPCOMING console,
could support Java, think of the fun we could have...
You won't see an upcoming console till 2005. So alot can
Hi
like Doom3 but heh how many of us have the skills and resources needed
to complete a project of that scale!
Well when I look at the videos of Doom3 alltough they look impressive. I
don't see anything which can not be done by a graphics programmer with
about 2-3 years experience. And I
Hi Jason
I've not seen any other commercial game today that competes visually
(be that PC or Console) so maybe no one else wants to write a game of
that visual depth yet? :)
I think MGS2 impressed me much more than any screen from Q3. Okay they
have dynamic shadows? So what? Shadow
Hi Jason
the best quality games out there and that is where the big bucks are.
But a good PC has 5x the power of any console yet few PC conversions of
top games exist. A lot is politics (like any XBox game should run on a
Well but he can only rely on that about 5% of potential customers has
Hi Nathan
The main problem I think is that java3d is not going to use vertex shaders /
displacement maps etc etc for a long time, so you cant use the leading edge
technologies.
Well alltough I would like to see this features also soon, I actually do
not really see this as a problem.
Hi Doug
OpenGL error are mostly ignored - at least for rendering calls. It would
be very expensive, performance wise, to look for errors after every OpenGL
call. And because java doesn't have an enumeration type, it can sometimes
be very hard to track certain kinds of API errors.
How
Hi Jeremy
seems to have specifically mentioned volumetric fog (that i could find).
Is there a way to do this?, hows about the glowing volumetric fog from
voodoo lights?, even if its a no, you can do it, any information at this
point would be welcomed.
You could use volume render tricks
Hi
Can somebody tell me how I can make spheres with text on them in Java3D? Do I have
to use textures, or is it possible to use text2D objects and how?
Thanks in advance,
The most easiest way is to use textures. (You can use the automatic
texture coord generation by setting the Mode to
Hi
value is not there. I use getAlphaRaster() on the BufferedImage to write
something to the alpha portion of the BufferedImage. [RGBA all have the
same value]. This BufferedImage is later used as source for the
ImageComponent2D which is then again used as the source Image for the
Hi
The problem is, when the model dimensions are very small, the text's
display resolution is very bad. It looks very smudged. Is there a way to
get sharp, crisper text?
What minify and magnify filters do you set in your Texture2D?
And maybe it would be wise to set some Mipmap-levels
EOF,
Hi
Hmm? Is there really a demand? Mac market share is below 10 percent in
total (worldwide).
By this arguement, there is also no reason to build Java3D for Linux
either! Mac OSX is the most popular desktop *nix by far -- and much
I disagree. Linux is used much wider in the science
Hi Giles
Your all missing the most useful application, we could create an ascii
art real-time 3D renderer! Hmmm, maybe Xj3D needs an ascii renderer :)
I know this was supposed to be a joke. But I see a
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Hi
Has someone experience with alpha source/function in
TextureAttributes.Combine somehow I get the feeling that something fishy
happens there. I seem to get different results with the same combine
functions and sources when I set the output to RGB instead of Alpha.
The problem might be that
Hi
I was told the same thing at GDC this Spring. I think it is unlikely anyone
is going to come right out and explain exactly what the situation is. Maybe
Jobs and McNeil hate each other or something. But it is worrisome to us.
We really would like a shot at the Mac market, since it has
Hi
hi, I'm trying to generate a shape from a simple colud od points.
Someone knows if Java 3D has any utility for this??
Nope this would require some Convex hull computation. And that
is AFAIK not part of J3D. But can be implemented very easily.
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Hi David
exceeds the number of availabled texture units it will fall back to
multi-pass. Multi-pass with replace is not multi-pass right? It just
overwrites everything.
I think you should read Chairman's answer again he is only relating to
combine mode this means replace, modulate, blend
Hi
I finally found time to hack together a Toon/Cel/Comic shader in
Java3D. A little demonstration can be found at:
http://www.antiflash.net/java3d/comicshader.html
[The model file it loads is a bit larger 160kbyte so it might take some
time for loading]
I only have tested it with J3D1.3b2
Hi
One of my current problems is the generation of shadows. I know about
dynamic shadow maps, and about the trick published by Roettger, Iron and
Ertel on using the Alpha buffer in the absence of a stencil buffer (as is
Wow someone actually is reading WSCG papers :) [Well actually it should
Hi Wolfgang
The idea with the additional stage is great, by the way: What does J3D do if
I specify more stages than the card supports? I'm already using two stages,
and a third would be needed for your proposal to work. RGBScale: Guess
Well I think I read something in the JavaDocs like not
Hi Wolfgang
[SNIP]
Wow someone actually is reading WSCG papers :) [Well actually it should be
Iron, Roettger and Ertl] As Iron was a student from Roettger who actually
came to the idea.
You tell me about naming orders ;-) I've already spend many hours of
Well the paper itself was written
Hi Tom
How to perform multipass rendering and stencil buffer
Well really difficult, I can only recommend mixed-mode or
pure-intermediate mode. Stencil buffer not at all wait for 1.4
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Hi Justin
Well 3dlabs needs OpenGL2.0 for their cards otherwise no one will
jump on them.
Not really. 3DLabs have traditionally sold to the high-end market. They
really haven't cared less about the gamers and probably still don't -
although the new Creative Labs ownership may change that
Hi Doug
We are just a couple of weeks away from FCS code freeze. We really
Hmm sounds good. Will it be there before August? I've got a deadline in
August and I wonder if I can count on a 1.3final. (Which would be great).
Java 3D 1.4
---
In parallel with Java 3D 1.3.1, I will be
Hi
You will probably find that J3D 1.4 comes out before OGL 2.0. Don't
believe everything you read in the papers. The one unfortunate thing
Well 3dlabs needs OpenGL2.0 for their cards otherwise no one will
jump on them. Another vendor specific extensions (we really don't need
that).
that I
Hi
I know I have asked this question before. I would like to use 2D textures to come up
with a 3D image of the brain. I have gone through a number of websites and papers on
this subject-Ray Casting and the splatting algorithms in particular. But all of them
give me a description of the
Hi Doug
The RenderingAttributes DepthBufferWriteable, DepthBufferEnable still
don't have any effect in more complex scenes (don't know why! Guess some
state sorting problem, as in OpenGL this is only a two-liner)
Have you reported this bug before?
Hmm now that you mention it. I'm not
Hi Rob
Does anyone have a quick-and-dirty demo of the new TextureCubeMap
feature ? I was hoping that there would be a demo in the
Yes I've got some.
new J3D 1.3 beta 2 but I couldn't find one when I looked.
What new Version? Wow this comes with a surpise, starting webbrowser
surfing to
Hi
new J3D 1.3 beta 2 but I couldn't find one when I looked.
Hmm that's cheating you're an employee from SUN that's why I can't find
Beta2 at java.sun.com
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Is there a release date for version 1.3 of Java3D?
There isn't even a release date for 1.3b2 so don't expect one for
1.3 final
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Hi
matrix by the modelview matrix. I use the getLeftProjection and getVpctoEc
functions of the View class and I think that the problem is here. Can
anybody help me?
Well I highly recommend to read the Java3D specification there is an exact
description of the viewing model and especially how
Hi
Can someone tell me what Volume Rendering does?
Volume rendering does render a volume instead of a surface. Popular
methods are raycasting, image-based-stuff like shear-warp. Or using
2D/3D texture slices.
If I have an array of bufferedImage objects, I can form a Texture3D
object. What does
Hi
supposed to render over 50,000 individual tree objects plus terrain.
I have a NDivia TNT2 64Model 32 MB mem. card using PCI bus (I don't know
what this means because the card is listed as AGP card in the sales invoice).
Well first
a) Install AGP drivers for your mainboard
b) Buy a new GFX
Hi
I'm not sure if someone noticed this before. I was just playing with
Java3D again and I noticed a bug I haven't seen before. It's with
Java3D1.3b1. When I set a ExponentialFog-Node in Retained-Mode and
switch afterwards to mixed-mode by simply drawing an arbitary Shape3D in
postRender() the
Hi Chris
Hmm your post really sounds like a typical game programmer (no offence).
that java3d is still a year behind the current technology arc. Lets face it,
we don't even have a robust bugfree cube-mapping solution yet, and no-one
Well please tell me how many games which you can buy today
Hi
I have been drooling over the specs of the Dell with the Mobile GeForce4 - time
to toss out the workstation!
Hmm isn't that the nv17 which is basically a MX-version of GF4 which means
say goodbye to vertex and texture shaders.
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Hi
I am running a Dell Inspiron 8100 w/ 512MB ram, 32MB GeForce2Go, the latest J3D 1.3
beta 1 and the lastest jdk 1.4. I am using the latest NVIDIA video drivers.
Thoughts?
Yes your definitly running out of memory with your GeForce2GO (Come on
1600x1200 on a Notebook graphics card that's
Hi
I tried with ModelClip class but i couldnot perform the after cut rotation. If
ModelClip is present, on rotation, object get clipped. If i disable the
ModelClip, i get the whole box :(
Well I'm not sure but is your ModelClip in the same TransformGroup as your
box? I think it will be
Hi Christian
is there a bug also with the OpenGL version of Java 3D 1_3 and
TextureCubeMap?
Yes there is!
However, the TextureCubeMap has a tendancy to migrate to other object that
have their own appearance totaly unrelated.
Yep correct. It basically screws the texturemapping for all other
Hi Justin
1. The Text3D class does not state how or whether it is effected by
textures. Does it?
Text3D is Geometry subclass so it's affected by all Appearance-states of
the Shape3D-node it's contained into. Including all texturing apperance
components
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Hi Christian
Does anyone had the same problem? Is it a bug?
Yes and yes it's a bug and will be fixed in 1.3b2 which hopefully will
come out soon (I hope before 2 weeks)
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Hi Raj
There was a post from [EMAIL PROTECTED] on March 12, '02,
to comp.lang.java.programmer on how the alignment of doubles
(lack of it actually) could potentially result in significant
performance degradation on jdk1.3 and 1.4.
Well this really suprises me that someone just seems to have
Hi Darrin
As far as the number of triangles never being enough well that goes along
with how many colors are really needed to be displayed. Again, the human
eye can only differentiate about 16 million or so if I recall correctly so
Far less already 24bit are more than the human eye can
Hi
Lovely, Just in time for playing on the weekend
So what we are waiting for 1.3b2 and not for 1.2.1_04
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Hi
scen graph. At run-time the node should have been converted to display
lists (I hope) and the original representation will have no importance.
Just a comment:
Well In my experience display lists in OpenGL are not always good
performance wise (at least on NVIDIA Cards)
it really depends on
Oh please not again! Would you please take your personal
fights somewhere else.
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Hi
Justin could you please include this into the FAQ (if it hasn't
already be done). Otherwise the poor people from SUN have to
answer this question over and over again.
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Hi
OpenGL allows stencil buffering, which could do the job, but I read here that
this will not be implemented in Java3D until v1.4. Has anyone got any ideas
to this problem? Overlap images on the same Canvas and use Transparency is
Forget it. You have to render 8 views offscreen and
Hi Graham
I think the answer to this question is 'no' because you've already answered it
really, but just in case I'm missing something:
In your experience or anyone else: Even for one view - Is it possible to affect
the writing of pixel alpha (transparency) values of columns of pixels,
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
Hi Doug
We are in the middle of the release process right now.
It should be on the web within the next two weeks.
How about 1.3beta2 I'm dying for some bugfixes, especially concerning
some texture things.
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Hi Andy
Java3D's OpenGL API is written much better than Direct3D version, so
finally, still go for GF series.
Sure but as I said GF3 is overkill for J3D a GF2U or GF2ti would do just
fine and he would save a lot of $. And when J3D1.4 is out there will
definitly better cards on the market then
Hi Andy
Well the question is if you just want a card to develop with Java3D either
GeforceIII nor ATI R8500. Both are overkill and support features which we
will only see in J3D 1.4 which is accordingly to the latest schedules at
least 1 1/2 or 2 years away.
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Hi
How can I remove a Shape3D object or a TransformGroup from a live
SceneGraph.
By removing it's parent BranchGroup
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Hi
I just read that SUN wants to switch a lot of JAVA Development
to India, does this also reflect to JMF and especially Java3D?
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Hi Michael
2. Pure Immediate Mode:
Please don't blame me, but it a fact that most game-developers prefer
programming in pure immediate mode. O.k. Most Scenegraph APIs are aren't
Altough I would like to support that point but the question really is if
developers who soley relate on immediate
Hi Kevin
Where did you read that?
german computer newssite
http://www.heise.de/newsticker unfortunately they don't translate
all the news for their english page :(
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
Hi Michael
2. Pure Immediate Mode:
Please don't blame me, but it a fact that most game-developers prefer
programming in pure immediate mode. O.k. Most Scenegraph APIs are aren't
Altough I would like to support that point but the question really is if
developers who soley relate on
Hi Justin
to immediate mode. I think that the immediate mode requeusts are just
trying to justify the lack of vision on the part of game programmers to
change development mindsets. We've always done it this way so you must
accommodate the way we work.
I partly agree and disagree. A big
Hi Justin
result into flickering [however knows why])
Have a look back through the archives. That's a bug in the current stuff
to do with the order you are doing things. IIRC if you write the code to
Hmm must have missed that one. Thanks.
change the view transform and then do
Hi Michael
Sorry I've just discovered this mail in my inbox (I also was
on a conference the last 3 days so I hadn't time to check mails)
I'm not sure if this still urgent.
well that depends if I could modify it to pure immediate mode - but perhaps
I have more luck to start the modification
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