That time has come once again...:-)
When will the 1.2.1 beta OpenGL or DirectX be released?

Kelvin Chung wrote:

> Hi,
>
> >When do you expect a bug-fix version of 1.2 Beta for DirectX ?
> >There are some bugs, i.e.
> >4309059 background geometry appears very close to the camera vs 1.1.3
> >(....in 1.2, too !!!)
> >4328532 Textures for the bottom of cones and cylinders are upside-down
> >4332793 View transform & object transform not synchronized in a single
> >behavior
> >which make working really hurting :-(
> >
>
> The above bugs is not specific to DirectX version,
> it  occurs in OpenGL version also.
>
> The first two bugs will be fixed in next
> Java3D v1.2.1 beta release.
>
> The last one is not a bug, please see the following
> message.
>
> Thanks.
>
> - Kelvin
> -----------------
> Java 3D Team
> Sun Microsystems Inc.
>
> > ------------- Begin Forwarded Message -------------
> >
> > Date: Mon, 26 Jun 2000 18:32:08 -0700 (PDT)
> > From: Kelvin Chung <tlchung@ha3mpk>
> > Subject: Re: View and Scene synchronization bug
> > To: [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED]
> > Cc: www.manning.com/barrilleaux
> > Mime-Version: 1.0
> >
> > Hi,
> >
> >    To better understand this problem, let's take a look at
> > the simply version has only one behavior to both rotate
> > the cube and modify the camera viewpoint so that
> > we expect the cube appear stationary. This example is modify
> > from HelloUniverse example.
> >
> > If we write the behavior in this way :
> >
> >   public void processStimulus(Enumeration criteria) {
> >     Modify Camera View point using the object transform
> >     Modify Object transform as in RotationInterpolator
> >   }
> >
> > Using J3D v1.2 we will see the cube jitters
> > (more serious under windows than solaris).
> >
> > However if we write the behavior in this way :
> >
> >
> >  public void processStimulus(Enumeration criteria) {
> >     Modify Object transform as in RotationInterpolator
> >     Modify Camera View point using object transform
> >
> > }
> >
> > There is NO jitter at all under both platform.
> >
> > In fact you will also see the cube jitter
> > when using J3D 1.1.3 under windows.
> >
> > This is not a bug. Here is the explanation :
> >
> > -------------------
> > The object transform that that camera view point get is
> > ONE frame before what RotationInterpolator is about to
> > be set. If the timing of frame is equal between every
> > successive processStimulus() invocation. Then the
> > different between the alpha values of rotation interpolator
> > get from one frame to another should be the same and you
> > will always see the same offset from the camera to the cube.
> > i.e. the cube appear did not move at all without any jitter.
> >
> > However, in reality the interval processStimulus() is invoked
> > is not exactly the same from frame to frame. It all depends
> > on the OS scheduling. So the offset of view from camera to
> > the cube may varies from frame to frame and you will see the
> > cube jitters all the time. This phenomenon is more obvious
> > under windows than sparc solaris - the later has finer time
> > resolution and better scheduling. Thats why you may
> > see the program run fine under solaris but jitter under windows.
> >
> > To solve the problem, the user behavior has to ganrantee
> > that the transform set by the camera and the cube are the
> > in sync by putting them in a single behaviors and same
> > transform is apply to interpolators first if it is need
> > to compute the camera viewpoint.
> >
> > --------------
> >
> > In the two example programs given (attach in the email),
> > there are two behaviors :
> >
> > (A) Modify the object transformation matrix using some
> >     kinds of Interpolator.
> > (B) Read back the transform matrix (which is modify by A)
> >     and use it to transform camea under View
> >
> > If behavior A is always schedule to run before behavior B
> > in Java3D, you will not see any jitter. However there is
> > no gaurantee for the order of behaviors execute under Java3D.
> > So you may see (A) run before (B) or (B) run befores (A)
> > or (A)&(B) may run in parallel if there are two CPU in your system.
> >
> > Currently there is no API to gaurantee order of behaviors running
> > in Java3D. The solution is to make sure if camera viewpoint
> > transformation matrix depends on result of other behaviors,
> > we should put them in a single behavior to sync both
> > transform.
> >
> > Attach is a program modify from the original CameraFollow
> > behavior to see how it works. Running this program in
> > both windows & solaris and you wouldn't see the jitter.
> >
> > Thanks.
> >
> > - Kelvin
> > -----------------
> > Java 3D Team
> > Sun Microsystems Inc.
>
>  import javax.vecmath.*;
> > import javax.media.j3d.*;
> > import java.util.*;
> >
> > /*
> > This class is a behavior that is meant to be used for creating
> > a "following" camera effect.
> > Every update (elapsed frame 0) it copies and store the targets matrix
> > in a buffer, then sets it own tranform from the end of the buffer.
> > The effect is a view chasing or following of the target transform.
> > However, if the buffer size is set to 1, then the offset is the only
> > difference between the target transform and the output transfrom
> > */
> >
> > public class CameraFollow extends Behavior
> > {
> >     WakeupCondition wake = new WakeupOnElapsedFrames(0);
> >     public TransformGroup targetTG = null;
> >     public TransformGroup cameraTG = null;
> >     Transform3D tr3d = new Transform3D();
> >     Matrix4d offsetMat = new Matrix4d();
> >     final int MAX_BUFFER = 1;
> >     Matrix4d[] mat = new Matrix4d[MAX_BUFFER];
> >
> >     int queueCount = 0;
> >     int lagCount = 0;
> >     Alpha alpha;
> >     Transform3D axis = new Transform3D();
> >     Transform3D axisInverse = new Transform3D();
> >     TransformGroup target;
> >     float minimumAngle ;
> >     float maximumAngle ;
> >
> >     Transform3D rotation = new Transform3D();
> >     Transform3D temp = new Transform3D();
> >
> >     public CameraFollow(TransformGroup objTrans) {
> >         super();
> >         target = objTrans;
> >         alpha = new Alpha(-1, Alpha.INCREASING_ENABLE,
> >                                   0, 0,
> >                                   4000, 0, 0,
> >                                   0, 0, 0);
> >         axisInverse.invert(axis);
> >         minimumAngle = 0.0f;
> >         maximumAngle = (float) (Math.PI*2.0f);
> >
> >     }
> >
> >     public void initialize()
> >     {
> >         for ( int i = 0; i<MAX_BUFFER ; i++ )
> >         {
> >             mat[i] = new Matrix4d();
> >             mat[i].setIdentity();
> >         }
> >         offsetMat.setIdentity();
> >         offsetMat.setTranslation( new Vector3d( 0.0f, 0.5f, 3.0f ) );
> >         wakeupOn(wake);
> >
> >     }
> >
> >     public void processStimulus(Enumeration criteria)
> >     {
> >
> >         // Perform the function of RotationInterpolator
> >         if (alpha != null) {
> >             float value = this.alpha.value();
> >             double val = (1.0-value)*minimumAngle + value*maximumAngle;
> >             /* construct a Transform3D from:  axis * rotation * axisInverse
> */
> >             rotation.rotY(val);
> >
> >             temp.mul(axis, rotation);
> >             temp.mul(temp, axisInverse);
> >
> >             target.setTransform(temp);
> >         }
> >
> >
> >
> >         // Transform the Camera view point
> >         if ( cameraTG != null )
> >         {
> >             if ( targetTG != null )
> >             {
> >                 targetTG.getTransform(tr3d);
> >
> >                 // Copy the targets matrix to the buffer
> >                 tr3d.get(mat[queueCount]);
> >
> >                 //lagCount = queueCount + 1;
> >                 //if ( lagCount >= MAX_BUFFER )
> >                 //    lagCount = 0;
> >
> >                 // Multiple in the view offset
> >                 mat[lagCount].mul( offsetMat );
> >
> >                 tr3d.set(mat[lagCount]);
> >
> >                 // Finally, set the transfrom above the ViewPlatform
> >                 cameraTG.setTransform( tr3d );
> >
> >                 //queueCount++;
> >                 //if ( queueCount >= MAX_BUFFER )
> >                 //    queueCount = 0;
> >             }
> >         }
> >
> >         wakeupOn(wake);
> >     }
> > }
> >
> >   ----------------------------------------------------------------------
> > /*
> >  *      @(#)HelloUniverse.java 1.47 99/09/15 13:36:59
> >  *
> >  * Copyright (c) 1996-1999 Sun Microsystems, Inc. All Rights Reserved.
> >  *
> >  * Sun grants you ("Licensee") a non-exclusive, royalty free, license to use,
> >  * modify and redistribute this software in source and binary code form,
> >  * provided that i) this copyright notice and license appear on all copies of
> >  * the software; and ii) Licensee does not utilize the software in a manner
> >  * which is disparaging to Sun.
> >  *
> >  * This software is provided "AS IS," without a warranty of any kind. ALL
> >  * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING
> ANY
> >  * IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
> >  * NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
> >  * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
> >  * OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
> ITS
> >  * LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
> >  * INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
> >  * CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
> >  * OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
> >  * POSSIBILITY OF SUCH DAMAGES.
> >  *
> >  * This software is not designed or intended for use in on-line control of
> >  * aircraft, air traffic, aircraft navigation or aircraft communications; or
> in
> >  * the design, construction, operation or maintenance of any nuclear
> >  * facility. Licensee represents and warrants that it will not use or
> >  * redistribute the Software for such purposes.
> >  */
> >
> > import java.applet.Applet;
> > import java.awt.BorderLayout;
> > import java.awt.event.*;
> > import java.awt.GraphicsConfiguration;
> > import com.sun.j3d.utils.applet.MainFrame;
> > import com.sun.j3d.utils.geometry.ColorCube;
> > import com.sun.j3d.utils.universe.*;
> > import javax.media.j3d.*;
> > import javax.vecmath.*;
> >
> > public class HelloUniverse extends Applet {
> >                 CameraFollow cfb;
> >
> >     public BranchGroup createSceneGraph() {
> >         // Create the root of the branch graph
> >         BranchGroup objRoot = new BranchGroup();
> >
> >         // Create the transform group node and initialize it to the
> >         // identity.  Enable the TRANSFORM_WRITE capability so that
> >         // our behavior code can modify it at runtime.  Add it to the
> >         // root of the subgraph.
> >         TransformGroup objTrans = new TransformGroup();
> >         objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
> >         objRoot.addChild(objTrans);
> >     objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
> >
> >         // Create a simple shape leaf node, add it to the scene graph.
> >         objTrans.addChild(new ColorCube(0.4));
> >
> >         BoundingSphere bounds =
> >             new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
> >
> >         // Create a new Behavior object that will perform the desired
> >         // operation on the specified transform object and add it into
> >         // the scene graph.
> >         /*
> >         Transform3D yAxis = new Transform3D();
> >         Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE,
> >                                         0, 0,
> >                                         4000, 0, 0,
> >                                         0, 0, 0);
> >
> >         RotationInterpolator rotator =
> >             new RotationInterpolator(rotationAlpha, objTrans, yAxis,
> >                                      0.0f, (float) Math.PI*2.0f);
> >         rotator.setSchedulingBounds(bounds);
> >         objTrans.addChild(rotator);
> >         */
> > // added by SFK
> >                 cfb = new CameraFollow(objTrans);
> >                 cfb.targetTG = objTrans;
> > //              cfb.cameraTG = cameraTG;
> >                 cfb.setSchedulingBounds(bounds);
> >             objTrans.addChild(cfb);
> > // end added by SFK
> >
> >         // Have Java 3D perform optimizations on this scene graph.
> >         objRoot.compile();
> >
> >         return objRoot;
> >     }
> >
> >     public HelloUniverse() {
> >         setLayout(new BorderLayout());
> >         GraphicsConfiguration config =
> >            SimpleUniverse.getPreferredConfiguration();
> >
> >         Canvas3D c = new Canvas3D(config);
> >         add("Center", c);
> >
> >         // Create a simple scene and attach it to the virtual universe
> >         BranchGroup scene = createSceneGraph();
> >         SimpleUniverse u = new SimpleUniverse(c);
> >
> >     // added by SFK
> >         cfb.cameraTG =
> u.getViewingPlatform().getMultiTransformGroup().getTransformGroup(0);
> >     // end added by SFK
> >
> >     // This will move the ViewPlatform back a bit so the
> >     // objects in the scene can be viewed.
> >     u.getViewingPlatform().setNominalViewingTransform();
> >
> >         u.addBranchGraph(scene);
> >     }
> >
> >     //
> >     // The following allows HelloUniverse to be run as an application
> >     // as well as an applet
> >     //
> >     public static void main(String[] args) {
> >         new MainFrame(new HelloUniverse(), 256, 256);
> >     }
> > }
>
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--
___________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
___________________________________________________________

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