Hi,
I would like to display a meshing of triangles and not show the hidden
faces. I cannot use the PolygonAttributes.CULL_BACK attribute because I have
thin surfaces to display. If I render triangles with
PolygonAttributes.POLYGON_LINE hidden faces are shown. If I render with
PolygonAttributes.PO
Hi Robert,
one dirty trick would be to use a texture for the triangles that show a border
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.
just an idea,
K
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 Graphic
Hi,
> extremly careful on this. But when you use two textures why not use
> multitexturing-features and blend between the two?
>
good idea, but impossible (or hard; shape surface texture parametrization) when you're
having just one shape. if you manage to do it, you could also make use of the
T
j3d has a tutorial on doing non photo realistic rendering, It's not
exactly what you want, but the algorithm looks like it could easily be
adapted to do what you want
http://www.j3d.org/tutorials/quick_fix/npr_line.html
HTH
Jeremy
===
Hi
Sorry to spam the group, but i think I may have been a bit hasty in
reading your mail and suggesting that link, it might be worth a look, on
the other had, i'm not so sure any more, sorry :)
Jeremy
===
To unsubscribe,
Sean,
You need to create your own Canvas3D extending the java3D's canvas3D. You
have to atleast override the methods 'renderField' and 'preRender' method.
You can get the graphics context and call drawGeometry method on that.
I would suggest you go thru the chapter4 of Selman's book, it explains
Hi,
We have developed a graphical simulation application using Java 1.2.2 /
Java 3D 1.1.3. The problem is this hogs the memory quite a bit. Can
anyone suggest any good memory debuggers / profilers? or where to
generally look for to plug the memory leaks etc? Also, how better is
Java 3D 1.3 beta1/
Try this:
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. The sec
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 lin
What said David work fine but I have to give a polygon offset to the filled
geometry if I want to be sure it doesn't overlap the wireframe geometry.
Increasing the width of the line may work fine but I cannot check it. I
guess it's not supported either by Windows or by my graphic board because
wh
Hi Robert
Check the documentation, which says:
Line width is not supported by DirectX version of Java3D
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski)
(http://www.antiflash.net/java3d/relativity (mirror)
=
I am using the OpenGl version and it does not work more.
Jerome.
> -Message d'origine-
> De : Joachim Diepstraten
> [mailto:[EMAIL PROTECTED]]
> Envoyé : mardi 2 juillet 2002 16:14
> À : [EMAIL PROTECTED]
> Objet : Re: [JAVA3D] Render polygons with both POLYGON_FILL and
> POLYGON_L INE ?
Hello,
I am trying to get the position of every vertex of
a shape3d.
I use the following code:
Shape3D node1 = (Shape3D)
shapeTab.get(item1);
TriangleArray geom1 = (TriangleArray)
node1.getGeometry();
Point3d[] coordinates = new
Point3d[geom1.getVertexCount()];for(int n = 0; n <
geom1.get
Ok, small question.
Running through the tutorial at the sun site the now. It tells me that the
source code for all their provided classes (such as say ColorCube) is
provided with the API. Where?!
I can get the .jar files and things but can't find the sources at all. Maybe
I'm being pretty stupid
Raghav
one profileing tool which I know is OptimizeIt.
nitin
> -Original Message-
> From: Raghavendra R [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 02, 2002 6:55 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Memory leaks
>
>
> Hi,
>
> We have developed a graphical simulation appli
There should be somewhere on the java(3D) site a .jar file containing
the sources (java3d-utils-src.jar or something). In there there is a
src/com/sun/j3d/utils/geometry/ColorCube.java
Mattijs
John Hynd wrote:
> Ok, small question.
>
> Running through the tutorial at the sun site the now. It t
I see it, thanks.
It's in the main JDK dir if anyone else can't find it.
Cheers man.
>From: Mattijs Janssens <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Easy Question, probably.
>Date: Tue, 2 Jul 2002 16:57:34
I am running into the situation that I need to build BPT for my scenegraph
objects for every frame.
I was wondering the immediate mode would give me sort of control over the
rendering. Could anyone please comment on it?
Thanks in advance.
At 07:10 PM 7/1/2002 -0700, you wrote:
>What is nece
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 behavio
Hm, nobody seems to be interested in this topic. Does someone here actually
USE SharedGroups?
If not, how do you distribute e.g. thousends of trees on a terrain? Cloning?
I think cloning might be good as long as the object in question consists of
a single group. But in case it's more complex
We have been running into a problem in Java3D for over a year now, and
we are looking for a better solution to the problem than we are
currently using. The
problem is this: we have a database of polygons that make up the
earth's surface, but just for land, not for the oceans. There is no
easy w
We have 100's of thousands of trees without a memory issue. We use shared
groups and links for all trees, boulders and other objects throughout the
world. We have not seen an explosion of memory, but at the same time we use
a spatial grid for managing all the objects and are constantly reusing w
I was actually curious about rendering objects in pure-immediate mode -- running my
own render loop -- without using any of the scene graph features (apart from the basic
universe that needs to be set up).
Sean
> -Original Message-
> From: Nitin.Jain [mailto:[EMAIL PROTECTED]]
> Sent:
Does anyone know of conversion tools that can be used to output VRML
files from Java3D and/or visAD? Anyone used CyberVRML97 enough to know
what can and cannot be converted? Any help would be greatly
appreciated. Thanks,
Jeremy
=
thank you for commenting, Sean!
That is probably what I need. My question is that am i able to call OpenGL
function directly in the immediate mode? Then why to use java3d at the
first place? (I am still not sure.)
At 02:00 PM 7/2/2002 -0700, you wrote:
>I was actually curious about renderin
Hi,
Can someone tell me why the VolRend application does not work on the MRBrain.vol file
on a Windows 2000 machine with a GeForce 4 Ti graphics card. I thought the graphics
card supports 3D textures.
Thanks
Vijay
__
Your favori
We also use shared groups to put in trees, boulders, etc, but we haven't
put all that many into a scene yet. I've not noticed any specific
memory issues (Java 3D is a memory hog but we all know that).
Dave, how many trees do you have in a scene at any one moment?
- John
"Yazel, David J." wrote
Lan Wu-Cavener wrote:
> thank you for commenting, Sean!
>
> That is probably what I need. My question is that am i able to call
> OpenGL function directly in the immediate mode? Then why to use java3d
> at the first place? (I am still not sure.)
>
>> I was actually curious about rendering objects
Hello guys!
My applet uses OrientedShape3D nodes and it has more than one Canvas3D
attached to the Locale (diferents viewer). In a GForce2 MX 400 there is
no problems to see the scene in the two Canvas3D but with other video
cards the Canvas3D doesn't show anything. I receive the next exception:
Hi,
I've written a Java 3D program simulating a model of a physical machine.
I use Java 1.4.0 and Java3D 1.3 Beta 2. The simulated machine basically
consists of all kinds of parts which rotate according to certain events. The
rotations are done by standard rotation interpolators. I use a standard
When my gui appears, the first frame is not rendered
until I drag the mouse (i have an orbit behvaior
attached). How can I get the first frame to appear
right away? I'm using JDK 1.3.1 and J3D 1.2.1
Thanks.
=
3790 Colorado Ave. G Mobile: (303)641-8936
Boulder, COeFax:
Lan,
what is BPT?
> -Original Message-
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 02, 2002 10:18 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Immediate mode rendering
>
>
> I am running into the situation that I need to build BPT for
> my scenegraph
I just wanted to voice my opinion on something that I have been seeing
here and at javagaming.org. It seems that everyone is screaming for low
level access, bypassing all of the scene graph stuff. I have heard that
in the next version of Java3D, there is going to be this low level access.
Howev
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