Hi Chien,
sorry I did a wrong documentation in the header:
/* CHANGE THIS FOR TESTING:
*
* USE_BY_REF == false && USE_GEOM_INFO == false --> wrong TextureCoords
* USE_BY_REF == true && USE_GEOM_INFO == false --> Everthing Right
* USE_BY_REF == false && USE_GEOM_INFO == true --> Everthing R
>Date: Thu, 20 Jun 2002 02:45:19 +
>From: Pramual Suteecharuwat <[EMAIL PROTECTED]>
>Subject: [JAVA3D] A problem with installation
>X-Originating-IP: [131.112.125.95]
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
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>X-OriginalArrivalTime: 20 Jun 2002 02:45:19.0867 (
I'm having some annoying problems with screen flickering with java3d when
running with the opengl bindings on windows - some machines are experiencing
large amounts of flickering, while others have none. This has occurred with
the 1.3 betas and before with 1.2. The DirectX bindings work without
I might have experienced something like this when I was updated, or repainting, the
application. Make sure you repaint the canvas view and not the canvas or frame --
mCanvas.getView().repaint().
But this wouldn't explain the lack of screen flickering under the DirectX binding...
Sean
> -O
I have 3 canvas' of the same universe, and objects are updating every 50ms.
There is alot of jerking going on,
and want it to smooth out. Is there any way I can stop the painting of the
canvas until all of the transformations
are done, and then repaint?
I am trying to achieve a smooth motion of m
Sir:
I am not sure that you are correctly diagnosing the problem. Probably, it is simply
taking a long time to render each frame. If you have a high frame rate and motion
/change from frame to frame that is small, then animation will appear smooth.
If a lot is changing between frames, then animat
Chien,
you're right: normal.length is shorter than coords.length,
but for the test case with ArrayIndexOutOfBoundsException:
1. I use GeometryInfo.class --> I dont' use setNormalsRefFloat..
2. it makes no sense, that normals length can't be shorter than coords.length
for INDEXED-Geometry right
Hi I am David
I want to know if another way exists of carrying out the rotation of an object without using the RotationInterpolator.
and What is this way?
?
My application runs really slow with my current
scene. When I removed textures, I went from < 10 fps to ~30
fps. When I killed a lot of geometery but added some textures, I
went to ~60 fps. That's with no
atmospherics and no lights and no sound.
My system sure should be able to handle
Chad Zalkin wrote:
> My application runs really slow with my current scene. When I removed
> textures, I went from < 10 fps to ~30 fps. When I killed a lot of
> geometery but added some textures, I went to ~60 fps. That's with no
> atmospherics and no lights and no sound.
>
> My system sure s
I've re-released the code that accompanied my book "3D User Interfaces
with Java 3D", published by Manning
(http://www.manning.com/Barrilleaux/), under the LGPL license. This new
release is essentially the same as the "version 2.0" release available
on the publisher's web site. I recently tested
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