Dave,

I'm surprised at this response from you.  Your screenshots have included
some nice overlays (including what looks like a chat window).  Are you
saying that you are painting these as textures and placing them in your
3D scene???

- John Wright
Starfire Research

"Yazel, David J." wrote:
>
> To my knowledge the only way to do this is to have transformed textured
> coplanar geometry parallel to the image plate, and update its transform
> every frame to remain synchronized with the view.  This works great for
> untextured geometries or for textures that change infrequently.
> Unfortunatly, text is the biggest problem.  First of all you end up creating
> very large textures to show your text if it spans any kind of space at all.
> Secondly, you have to use the video texture technique (y-up and
> by-reference) and your texture gets sent to the card over and over again.
>
> If there is a way to quickly write to the back-buffer before swap I have not
> seen it.  In OpenGL this is done very easily, but in Java3d this is quite
> slow.
>
> If you are interested in some example code to write synchronized image
> plates I am attaching a java file.
>
> Dave Yazel
>
> -----Original Message-----
> From: Corysia Taware [mailto:[EMAIL PROTECTED]]
> Sent: Monday, April 02, 2001 2:43 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Overlay example?
>
> Attached is a screenshot from a small OpenGL game called Orbit.  This
> screenshot illustrates what I'm trying to accomplish.  The jpg I made looked
> horrible, so I chose the png format.  It should be viewable in IE or
> Netscape.  The text label for Saturn is the same size as the text label for
> the moon.  Also, the frames per second counter in the lower left corner
> aren't associated with any object in the scene.  The text is written to the
> raster with glRasterPos2*().  The result is the text is written directly to
> the viewplate.
>
> I spent this weekend trying to figure out how this can be done in Java3D.  I
> spent quite a lot of time searching on the net for examples, but only found
> one that came close.  The game Tron3D in Java3D uses an extended Canvas3D
> object to overload postSwap().  In there, the author writes directly to the
> canvas if a String has been populated.  This seems to work fine for static
> text, but doesn't clear properly if you change it.  I tried overloading
> postRender() instead, but I had the same effect.  Drawing a 3, then a 6 gave
> you something that looks closer to an 8.
>
> The only other thing I can think of doing is floating some Java2D text
> immediately in front of the View.  This doesn't seem to me to be the "right"
> way to do it.  It certainly isn't in OpenGL.  I'm also not sure how
> expensive Text2D.setString() is.
>
> I also looked at Jon Barrilleaux's examples from his book.  Unfortunately,
> since I don't have the book and my local bookstore didn't have it in stock,
> I got lost in his library pretty quickly.  Off to Amazon.com...  But, there
> are also some strange effects that happen when the window is resized -- the
> items seem to need to figure out where they're supposed to be and take a few
> frames to get repositioned.
>
> If someone can point me in the right direction for this, I'd really
> appreciate it.
>
>   ------------------------------------------------------------------------
>                        Name: TestConsole.java
>    TestConsole.java    Type: JAVA File (application/x-unknown-content-type-javaFile)
>                    Encoding: quoted-printable

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