Re: [JAVA3D] Fullscreen Mode - Help needed
You should be using GraphicsEnvironment object to .getDefaultScreenDevice() where you right, but then you should use this device to .setFullScreenWindow(frame) where you are right also. I tried exactly the same thing as you did, so here is my code to show you how did I get the GraphicsConfiguration object: GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice d = ge.getDefaultScreenDevice(); if(d.isFullScreenSupported()) d.setFullScreenWindow(frame); // frame is my window frame GraphicsConfiguration[] gc = d.getConfigurations(); GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D(); GraphicsConfiguration graphics = gct.getBestConfiguration(gc); if(gct.isGraphicsConfigSupported(graphics)) System.out.println("Graphics Device Supported"); else{ System.out.println("Graphics Device NOT Supported"); System.exit(1); } Canvas3D c3d = new Canvas3D(graphics); The JavaDoc says that you have to get the GraphicsConfiguration object from the Template3D. There may be other ways to get it but I just know this way. Hope it helps. Andy - Original Message - From: "Schäfer, Peter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, September 19, 2002 4:08 AM Subject: [JAVA3D] Fullscreen Mode - Help needed > Hi there ! > > I have some problems running Java3D in fullscreen mode with JDK 1.4. > Here is what I'm trying to do: > > GraphicsConfiguration gc = > SimpleUniverse.getPreferredConfiguration(); > GraphicsEnvironment ge = > GraphicsEnvironment.getLocalGraphicsEnvironment(); > GraphicsDevice gd = ge.getDefaultScreenDevice(); > > JFrame window = new JFrame(null,gc); > window.setUndecorated(true); > gd.setFullScreenWindow(window); > > Canvas3D canvas = new Canvas3D(gc); > // ... > SimpleUniverse universe = new SimpleUniverse(canvas); > // ... > window.getContentPane().add(canvas); > > but as soon as the Java3D renderer starts, the JVM crashes: > > An unexpected exception has been detected in native code outside the > VM. > Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at > PC=3D0x10003690 > Function=3D[Unknown.] > Library=3D(N/A) > ... > Current Java thread: > at javax.media.j3d.Canvas3D.createQueryContext(Native > Method) > at > javax.media.j3d.Canvas3D.createQueryContext(Canvas3D.java:3353) > at javax.media.j3d.Renderer.doWork(Renderer.java:392) > at javax.media.j3d.J3dThread.run(J3dThread.java:250) > > Dynamic libraries: > 0x7D24 - 0x7D26D000 =09C:\WINDOWS\SYSTEM\DBGHELP.DLL > > Local Time =3D Wed Sep 18 21:16:40 2002 > Elapsed Time =3D 9 > # > # The exception above was detected in native code outside the VM > # > # Java VM: Java HotSpot(TM) Client VM (1.4.1-b21 mixed mode) > # > > can anybody give me a hint about that ? > > it could as well a problem in the graphics card driver, or DirectX, or > whatever... > Here is my system configuration: > > Windows ME > DirectX 8.1 > nVidia GeForce2 GTS, driver version 12.41 > JDK 1.4.1 > Java3D 1.3 (DirectX version) > > Any help is appreciated, > -- Peter > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Animation
Hi all, assume that I have a program which can load 3D Studio Max object. Now how do I make animation with it? Do I move the specific nodes on the object? Thanks Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Tutorial question
Hi Java3D Dev Team: In Tutorial 2, it shows that TriangleFanArray is having a parameter of vertexCount which is TriangleFanArray(vertexCount). However, is this vertexCount or stripCount? Since I created a Fan with 10 points(vertices) only including the central point, I should have this ".= new TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts);" instead of "=new TriangleFanArray(17);". However, if I make it 10, it will have runtime error. What is the problem? Here is my source code: private BranchGroup createCone(){ BranchGroup root = new BranchGroup(); // CREATE ALL TRIANGLES // TriangleFanArray tfa; int s = 8; int v = s + 1; int totalV = v + 1; Point3f coords[] = new Point3f[v+1]; int stripCounts[] = {17}; float r = 0.5f; float x, y; double angle = 360 / s; coords[0] = new Point3f(0.0f, 0.0f, 0.0f); for(int a = 1, n = 0; a <= s; a++, n++){ x = r * EngMath.cos(n*angle); y = r * EngMath.sin(n*angle); coords[a] = new Point3f(x, y, 0.0f); } coords[9] = new Point3f(0.0f, 0.0f, 0.0f); tfa = new TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts); tfa.setCoordinates(0, coords); root.addChild(new Shape3D(tfa)); return root; } Please help. Thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Tutorial question
Thank you very much, here is my new code which works. private BranchGroup createCone(){ BranchGroup root = new BranchGroup(); // CREATE ALL TRIANGLES // TriangleFanArray tfa; int s = 8; int v = s + 1; int totalV = v + 1; Point3f coords[] = new Point3f[v+1]; int stripCounts[] = {10}; float r = 0.5f; float x, y; double angle = 360 / s; coords[0] = new Point3f(0.0f, 0.0f, 0.0f); for(int a = 1, n = 0; a <= s; a++, n++){ x = r * EngMath.cos(n*angle); y = r * EngMath.sin(n*angle); coords[a] = new Point3f(x, y, 0.0f); } coords[9] = coords[1]; tfa = new TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts); tfa.setCoordinates(0, coords); root.addChild(new Shape3D(tfa)); return root; } Oone more question, strip you said is referring to the Fan, not to the line between two points? Sincerely, Andy - Original Message - From: "Carlos D Correa" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, October 02, 2002 11:09 AM Subject: Re: [JAVA3D] Tutorial question > Hi, > > When you set the stripCounts Array, it specifies how many vertices are > in each separate strip (or fan). So, the sum of values in stripCounts > should be the same as the number of points. > > Instead of stripCounts of 17, use: > > int stripCounts[] = {10}; // your only strip has 10 vertices > > Also, you don't need to include vertex (0,0,0) again in the fan. > > ___ > Carlos > > > Andy wrote: > > >Hi Java3D Dev Team: > > > >In Tutorial 2, it shows that TriangleFanArray is having a parameter of > >vertexCount which is TriangleFanArray(vertexCount). However, is this > >vertexCount or stripCount? Since I created a Fan with 10 points(vertices) > >only including the central point, I should have this ".= new > >TriangleFanArray(10, TriangleFanArray.COORDINATES, stripCounts);" instead of > >"=new TriangleFanArray(17);". However, if I make it 10, it will > >have runtime error. What is the problem? Here is my source code: > > > >private BranchGroup createCone(){ > >BranchGroup root = new BranchGroup(); > > > >// CREATE ALL TRIANGLES // > >TriangleFanArray tfa; > >int s = 8; > >int v = s + 1; > >int totalV = v + 1; > >Point3f coords[] = new Point3f[v+1]; > >int stripCounts[] = {17}; > >float r = 0.5f; > >float x, y; > >double angle = 360 / s; > > > >coords[0] = new Point3f(0.0f, 0.0f, 0.0f); > > > >for(int a = 1, n = 0; a <= s; a++, n++){ > >x = r * EngMath.cos(n*angle); > >y = r * EngMath.sin(n*angle); > > > >coords[a] = new Point3f(x, y, 0.0f); > >} > > > >coords[9] = new Point3f(0.0f, 0.0f, 0.0f); > > > >tfa = new TriangleFanArray(10, TriangleFanArray.COORDINATES, > >stripCounts); > >tfa.setCoordinates(0, coords); > >root.addChild(new Shape3D(tfa)); > >return root; > >} > > > >Please help. Thanks. > > > >Andy > > > >=== > >To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > >of the message "signoff JAVA3D-INTEREST". For general help, send email to > >[EMAIL PROTECTED] and include in the body of the message "help". > > > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] 3D applets
The AppearanceEditor applet is amazing. I would like to know how many nodes(or segments) did you use for high resolution of the sphere? 128? The applet even runs very smoothly on my machine when I set it to high, good job. Also, I don't understand what's ambient light? Many Thanks, Andy - Original Message - From: Alessandro Borges To: [EMAIL PROTECTED] Sent: Wednesday, October 02, 2002 7:54 AM Subject: Re: [JAVA3D] 3D applets Hi, I wrote some : Java3D test -> http://www.cpm2002.hpg.ig.com.br/alessandro/J3D/index.html Appearance Editor OnLine -> http://www.cpm2002.hpg.ig.com.br/alessandro/AppearanceEditor/Applet1.html this also genarates a small frame child, with a changing appearance sphere. Sometime this frame goes to background. But its fun anyway ;) my project page (portuguese) : main-> http://primordial.cic.unb.br/lcmm/projetos/mundobr/alessandro/index.htm Java3D demos (buttons at botton )-> http://primordial.cic.unb.br/lcmm/projetos/mundobr/alessandro/tecnologia.htm AppearanceEditor download Page -> http://www.cpm2002.hpg.ig.com.br//alessandro/j3d_appearance_editor.htm Alessandro - Original Message - From: Dirk L. van Krimpen To: [EMAIL PROTECTED] Sent: Wednesday, October 02, 2002 7:59 AM Subject: [JAVA3D] 3D applets Hi all, Just wondering, is there anybody who presently has a 3D applet running on his website available to visitors through the web? If so, could you please, let us know where to find it? If you know of possible other sites showing 3D applets it would be very much appreciated to get the url's as well. Thanks in advance, Dirk ---Outgoing mail is certified Virus Free.Checked by AVG anti-virus system (http://www.grisoft.com).Version: 6.0.391 / Virus Database: 222 - Release Date: 19/09/2002
[JAVA3D] Sphere question
Hello all, it's me again: Many of you are graphics genius, you use algorithm to generate points and connect them into a sphere. I was trying to use TriangleFanArray for top and bottom part for sphere, TriangleStripArray for body. However, I would like to know the algorithm of generating a sphere because using both Array to generate a whole sphere is kinda annoying. If I can use a loop to create all points and connect them into triangles and fill it with colors/textures. Would anyone tell me please. Thank you very much. Sincerely, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] NVIDIA cards
Is the message something wrong? Anyone can see it? Java.exe ./device/hdr. Isn't Java.exe is windows native file format there /device/hdr is talking about U*ix/Linux filesystem? Andy - Original Message - From: "Gregory Gimler" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, October 03, 2002 9:48 AM Subject: Re: [JAVA3D] NVIDIA cards > Hello all, > > I'm getting some strange results and I was wondering if anyone else has > encountered anything > similar or knows what the best solution might be. I'm running some java 3d > displays in real-time > via multicast. There are a few machines running the same displays, the one > I am running > has a 3d labs wildcat II video card and everything runs smoothly, whether > I'm playing > back a previously recorded data file from the network or if I'm running > live off of the network. > The other computers running an NVIDIA Geforce 3 and an NVIDIA Quadro 4 both > crash > roughtly half-way through when running from data off of the network with > the enigmatic > message "java.exe error please insert disk into drive /device/hdr" Both of > them do work when > reading data from the recorded file. I'm completely out of ideas, I've > tried having them > reinstall windows 2000, java3d, and the jdk1.4 (same as I'm running) with > no luck. > It seems to reference a nvoglnt.dll file(NVIDIA specific) so I'm guessing > it's just > an incompatible video card? If so, wouldn't it still crash when reading > from the data file as well? > Thanks for any input. > > -Greg > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Directional Light
Hello all, I tried to create Directional Light but I found that it's different from 3D Studio Max's Directional Light. When I create the D Light, it lets me setup the Vector for direction. However, I need to set the source of the light and point to some direction. It just lets me create a directional light "shooting" at a point from original. But I don't want the light from original, I want to make it like from the sky. Is it possible? Hope you understand what I am saying. Thanks. Sincerely, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Directional Light
Sorry, I think I've made a mistake, the directional light is actually point TO original from the location you specified. But how can I make it point to another point? Andy - Original Message - From: "Andy" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, October 10, 2002 1:24 PM Subject: [JAVA3D] Directional Light > Hello all, I tried to create Directional Light but I found that it's > different from 3D Studio Max's Directional Light. When I create the D > Light, it lets me setup the Vector for direction. However, I need to set > the source of the light and point to some direction. It just lets me create > a directional light "shooting" at a point from original. But I don't want > the light from original, I want to make it like from the sky. Is it > possible? Hope you understand what I am saying. Thanks. > > Sincerely, > > Andy > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Box
Hi, I would like to know how to use TriangleStripArray to generate a box. I know I can use primitive Box in Java3D API but when I set the Box into wireframe, it doesn't show wireframe, instead it shows white faces, thus I cannot look at it and learn the way it generate a box. May someone tell me how to generate a box by using TriangleStripArray? Thanks Sincerely, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] View object
Hi all. I have a program that shows a box in the original. My program is using virtual universe instead of simple universe since I wanna learn about the View object. Now I would like to know how to make the View object move? Do I add key listener to it(I don't want to use behavior class)? Do I move the View object or ViewPlatform object? Please help with details because I am a beginner. Thank you very much. Sincerely, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Directional Light
The thing is I don't know how to set the destination of a directional light. Sincerely, Andy - Original Message - From: "Brad Christiansen" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, October 11, 2002 3:13 AM Subject: Re: [JAVA3D] Directional Light > Hi, > > Can you not simply remove orignal d.light form the scene and add a new one which points in the new direction? > > Cheers, > > Brad > > Stoney Jackson wrote: > > > > > Sorry, I think I've made a mistake, the directional light is actually > > point > > > TO original from the location you specified. But how can I make it point > > to > > > another point? > > > Andy > > > > I don't think that's possible with DirectionalLight. I think you need to use > > SpotLight. Of course, SpotLights can't be positioned at infinity. > > > > The other possibility (you're not going to like this) is to shift your > > entire scene to a different location such that the origin ends up where you > > wanted your Directional light to aim at. > > > > -Stoney > > > > === > > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > > of the message "signoff JAVA3D-INTEREST". For general help, send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > > -- -- > This Email may contain confidential and/or privileged information and is > intended solely for the addressee(s) named. If you have received this > information in error, or are advised that you have been posted this Email by > accident, please notify the sender by return Email, do not redistribute it, > delete the Email and keep no copies. > -- -- > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] TriangleStripArray Question
Hello all, I saw a 100% pure java applet today and it shows lathe objects. It is very impressive and I saw the source code that the writter wrote this applet by using his own methods, he is not using the TriangleStripArray or the built-in API. My question is that is it possible to use TriangleStripArray or FanArray to do that? Because I tried and it didn't work out. The web said that is a Java 3D engine but is it that I have to create bit by bit like him using my own methods to create a 3D object to be called 3D engine? What if I use TriangleStripArray to create object, does my program call an engine as well? Here is the web site that I saw the applet: http://www2.active.ch/~proxima/idx3d/idx3d.html Many thanks, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Directional Light
But for the so-called "direction", it's actually a point in the coordinate system. And that is the source of the directional light, the d-light will shine on the coordinate's original. But I don't want to shine on the original, is it possible? If not, which light should I use? Thanks a lot. Sincerely, Andy - Original Message - From: "John Wright" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, October 11, 2002 1:41 PM Subject: Re: [JAVA3D] Directional Light > Andy, > > There is no "destination" of a directional light. It simply has > direction and shines on all objects (within bounds) from that direction. > > - John Wright > Starfire Research > > Andy wrote: > > > > The thing is I don't know how to set the destination of a directional light. > > > > Sincerely, > > > > Andy > > - Original Message - > > From: "Brad Christiansen" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Friday, October 11, 2002 3:13 AM > > Subject: Re: [JAVA3D] Directional Light > > > > > Hi, > > > > > > Can you not simply remove orignal d.light form the scene and add a new one > > which points in the new direction? > > > > > > Cheers, > > > > > > Brad > > > > > > Stoney Jackson wrote: > > > > > > > > > Sorry, I think I've made a mistake, the directional light is actually > > > > point > > > > > TO original from the location you specified. But how can I make it > > point > > > > to > > > > > another point? > > > > > Andy > > > > > > > > I don't think that's possible with DirectionalLight. I think you need to > > use > > > > SpotLight. Of course, SpotLights can't be positioned at infinity. > > > > > > > > The other possibility (you're not going to like this) is to shift your > > > > entire scene to a different location such that the origin ends up where > > you > > > > wanted your Directional light to aim at. > > > > > > > > -Stoney > > > > > > > > > > === > > > > To unsubscribe, send email to [EMAIL PROTECTED] and include in the > > body > > > > of the message "signoff JAVA3D-INTEREST". For general help, send email > > to > > > > [EMAIL PROTECTED] and include in the body of the message "help". > > > > > > > > > -- > > -- > > > This Email may contain confidential and/or privileged information and is > > > intended solely for the addressee(s) named. If you have received this > > > information in error, or are advised that you have been posted this Email > > by > > > accident, please notify the sender by return Email, do not redistribute > > it, > > > delete the Email and keep no copies. > > > -- > > -- > > > > > > > > === > > > To unsubscribe, send email to [EMAIL PROTECTED] and include in the > > body > > > of the message "signoff JAVA3D-INTEREST". For general help, send email to > > > [EMAIL PROTECTED] and include in the body of the message "help". > > > > === > > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > > of the message "signoff JAVA3D-INTEREST". For general help, send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] 3D modeling
Hi, does anyone have 3D modeling program that is done by Java3D? Since I wanna make a modeling application and try to save it into a format, then I will create a 3D game with my friend later. But what I need is about the 3D modeling tutorials. Any clues? Thanks. Andy
[JAVA3D] Tutorial figure
Hi, hope Java3D Team developers can see this message. In the Java3D Tutorial from Sun.com, in the first chapter, what's the difference between 1-3 and 1-4? I still can't see any difference between them but the document explains many things. Please help. Andy
Re: [JAVA3D] Graphics card
Good things about ATI cards are good features that games are not supported yet and will not be supported in a near future. Facts are: 1. Not quite compatible with Intel and AMD platform. Many of you may heard or think that ATI is compatible to Intel platform, it has problems with AMD platform only. I cannot say that you are wrong but at least my friend experienced that ATI with Intel CPU and chipset are not compatible, always crashes even having updated drivers. 2. Prices are almost the same level as GeForce III but I heard that ATI is cheaper. I guranteer that GeForce III would not give you any trouble but I am not sure about the ATI. So why bother to buy a card just little cheaper but it has unknown issues(no matter good or bad). It is not worth it to take the risk unlessit's refundable so u can give it a try. 3. Qualities in ATI cards are all better than GeForce III or lower series. However, for the performance and stabilities, GeForce III are definitely much better than ATI in scale. Unless you are doing editing or some quality intensive work, otherwise, I won't recommend ATI. 4. ATI OpenGL performance is better now but it is still not good enough. If you say to yourself that you never touch OpenGL stuff like games or Java3D OpenGL, then go for ATI may be good for you. 5. Drivers are not fixed as fast as nVidia. But ATI is improving, this is appreciated. 6. If you want something ultra performance, go for ATI 8500 or GFIII Ti500. Otherwise, go for GFIII Ti200 or just GFIII. These are all my own opinion. Andy Leung General Manager, Sales Manager www.cometcomputer.com - Original Message - From: Yazel, David J. To: [EMAIL PROTECTED] Sent: Sunday, February 17, 2002 11:30 AM Subject: [JAVA3D] Graphics card 64MB ATI Radeon 8500 or Geforce III? I have heard good things about the ATI... does anyone on the list here use it? Thanks, Dave
Re: [JAVA3D] Graphics card
Hi, he just mentioned that he wants a GFIII or Radeon 8500, which is recommended and thus I gave my opinion to him. I believe that the purpose of buying this type of card is not only about developing Java3D. If he really wants to develop in Java3D only, my opinion applies again, go for GeForce III since nVidia's OpenGL driver is much better than ATI and Java3D's OpenGL API is written much better than Direct3D version, so finally, still go for GF series. Andy - Original Message - From: "Joachim Diepstraten" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, February 18, 2002 12:11 AM Subject: Re: [JAVA3D] Graphics card > 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. > > 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) > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Graphics card
- Original Message - From: "Joachim Diepstraten" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, February 18, 2002 6:35 AM Subject: Re: [JAVA3D] Graphics card > 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 now (like GF5 and R300) He didn't say anything about saving money. So forget about it. If he asked about it, I would just recommend GF2MX series and those are enough for developing in J3D. > If he's into PS/Vertex/DX programming he should go for R8500. If he's into > games/OpenGL performance he should go for GF3 (right now but this could > switch fast). If he wants good signal quality he rather should take the > R8500 or GF4. For PS/Vertex/DX programming or other stuff, I would still recommend nVidia card. You may never experience the ATI card's problems. I know ATI cards have good features for vertex and shading but having good features doesn't mean to have good stability. The problem is mainly the ATI driver. > If he wants to do more CAD/professional 3d modelling he should rather take > a FireGL card. Ya of course, but FireGL is not cheap. If he wants to do more CAD/Professional 3D modelling, he can go for it but it's not cheap for that. From the above, you said he would like to save some money, then buy a GF2MX series card, go to www.tomshardware.com to find the article, they provide an article about "How to change a GF card into GL card". It's way cheaper and easy. Takes only 15mins. > The bottom line of all: it really depends what you want to do. He didn't say anything about what he wanna do, so mostly I just recommend the GF3 series because it will suit his need in most cases unless he's a professional of CAD/Modelling. > EOF, Me too. > J.D. Andy > -- > Explore SRT with the help of Java3D > (http://wwwvis.informatik.uni-stuttgart.de/relativity/minkowski) > (http://www.antiflash.net/java3d/relativity (mirror) > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Light and Texture
Hi, I just created a virtual universe and a box. I rotated the box a bit so I can view 3 faces of it. I applied the texture and lights but only the texture was working, I didn't see the lights are working. I applied the AmbientLight and PointLight. When I turned off texture, it was working but if I turned it on, only texture was shown. What would the problem be? Any hints would be appreciated, many thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Light and Texture
Thank you very much, I got it fixed, it was a stupid mistake, I didn't add the light to the same transformgroup, I added it to root branchgroup instead..so now is fine. I tried your suggestion, and I didn't see any difference without adding the light, if I add the light, it shows the difference...I learned something from you, thanks a lot. Andy Leung - Original Message - From: "John Wright" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, August 09, 2002 4:37 PM Subject: Re: [JAVA3D] Light and Texture > Andy, try: > TextureAttributes ta = new TextureAttributes(); > ta.setTextureMode(TextureAttributes.MODULATE); > appearance.setTextureAttributes(ta); > > - John Wright > Starfire Research > > Andy wrote: > > > > Hi, I just created a virtual universe and a box. I rotated the box a bit so > > I can view 3 faces of it. I applied the texture and lights but only the > > texture was working, I didn't see the lights are working. I applied the > > AmbientLight and PointLight. When I turned off texture, it was working but > > if I turned it on, only texture was shown. What would the problem be? Any > > hints would be appreciated, many thanks. > > > > Andy > > > > === > > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > > of the message "signoff JAVA3D-INTEREST". For general help, send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Move from original
How do I move my box object in simple universe to somewhere while the default location of the box object is at origin? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] AntiAliasing
I created a box with textures. I tried the LineAttributies for AntialiasingEnable(true), but I still don't see the difference. Is it possible to set the primitive box object to Antialiasing enable? or I can ONLY set AA on the Shape3D object I customize my own? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Virtual Universe vs Simple Universe
I would like to create a virtual universe instead of simple universe, but I don't find this in tutorial on java.sun.com. I would like to know that is it possible for me to move the view object around in simple universe? If yes, then I don't have to create virtual universe. Many thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Antialiasing on primitives?
Hi, I guess you missed my post so I repost again, I just need some help on this. I created a box with textures. I tried the LineAttributies for AntialiasingEnable(true), but I still don't see the difference. Is it possible to set the primitive box object to Antialiasing enable? or I can ONLY set AA on the Shape3D object I customize my own? Many thanks to all of you, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Virtual Universe vs Simple Universe
Thank you very much. I am now trying to manuipulate the Virtual Universe so I can control the view to go around within the boundingsphere like those views in Counter-Strike(PC game). Andy - Original Message - From: "Joerg 'Herkules' Plewe" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, August 10, 2002 11:28 AM Subject: Re: [JAVA3D] Virtual Universe vs Simple Universe > > I would like to create a virtual universe instead of simple universe, but > I > > don't find this in tutorial on java.sun.com. > > http://developer.java.sun.com/developer/onlineTraining/java3d/ > http://java.sun.com/products/java-media/3D/collateral/ > > But the sourcecode of SimpleUniverse might be the best tutorial > > > I would like to know that is > > it possible for me to move the view object around in simple universe? If > > yes, then I don't have to create virtual universe. > > Well, the View does not have a position, but the ViewPlatform may have one. > I have a bunch of code setting up the universe a little bit different from > the Sun utilities. If you like > > The following snippet ends up with a TransformGroup that allows you to move > the camera around: > > // Use Sun's utility to create the environment. > mUniverse = new SimpleUniverse( mCanvas ); > > // add mouse behaviors to the ViewingPlatform > ViewingPlatform viewingPlatform = mUniverse.getViewingPlatform(); > > // PlatformGeometry pg = new PlatformGeometry(); > // viewingPlatform.setPlatformGeometry( pg ); > > // This will move the ViewPlatform back a bit so the > // objects in the scene can be viewed. > viewingPlatform.setNominalViewingTransform(); > > /** Retrieve the ViewPlatform object for camera manipulation. */ > mViewPlatformTransform = viewingPlatform.getViewPlatformTransform(); > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Virtual Universe
Hi all, I am trying to construct a virtual universe instead of simple universe because I want to learn it. It compiles but when I run it, it automatically reboots my system, here is part of my program: public JEngine(String vu){ // Define a frame Frame frame = new Frame("JEngine 0.1a"); frame.setLayout(new BorderLayout()); frame.setUndecorated(true); frame.setBackground(Color.BLACK); // Set FullScreen mode GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice d = ge.getDefaultScreenDevice(); if(d.isFullScreenSupported()) d.setFullScreenWindow(frame); // Setup Canvas3D, render the scene and add to universe GraphicsConfiguration[] gc = d.getConfigurations(); GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D(); GraphicsConfiguration graphics = gct.getBestConfiguration(gc); Canvas3D c3d = new Canvas3D(graphics); Button button = new Button("Exit"); button.addActionListener(new ActionEvents()); frame.add(c3d, BorderLayout.CENTER); frame.add(button, BorderLayout.SOUTH); BranchGroup bg = createSceneGraph(); bg.compile(); VirtualUniverse u = new VirtualUniverse(); Locale locale = new Locale(u); BranchGroup bg2 = createView(c3d); bg2.compile(); locale.addBranchGraph(bg); locale.addBranchGraph(bg2); // Show frame frame.show(); } Any hints? Best wishes, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Auto reboot after running for a while
Please help. Attached with my program and textures, please compile and run and see if you have any problems. Whenever I run it for a while, and move the viewplatform, it automatically reboots. Here is my system spec: AMD Thunderbird 700 256MB PC133 Asus A7V(most updated bios) Asus V6800 32MB SGRam(GeForce 256 32MB) Win2k pro sp2 AMD Win2k AGP patch Win2k Compatibility fix nVidia reference driver 29.42 Desktop settings: 1024x768 @ 16bit Any hints? Many thanks Andy begin 666 JEngine.java M:6UP;W)T(&IA=F$N87=T+BH[#0II;7!O#L-"FEM<&]R="!C;VTN2Y#;VQO'1UPT*(" @(" @(" @(" @(" @("\O1&5F:6YE(&$@9G)A;64-"B @(" @(" @ M(" @(" @("!&F4H*3L-"B @(" @(" @(" @(" @("!F6]U="@I*3L-"B @(" @(" @(" @(" @("!F MPT*(" @(" @(" @(" @(" @(" @ M(" @(" @(" @(" @("!3>7-T96TN97AI="@P*3L-"B @(" @(" @(" @(" @ M(" @(" @(" @('T-"B @(" @(" @(" @(" @("!]*3L-"B @(" @(" @(" @ M(" @(" -"B @(" @(" @(" @(" @(" O+U-E="!&=6QL4V-R965N(&UO9&4- M"B @(" @(" @(" @(" @("!'7-T96TN;W5T+G!R:6YT;&XH(E-U<'!OF4H*3L-"B @(" @(" @(" @(" @ M("!F6]U="@I*3L-"B @(" @ M(" @(" @(" @("!FPT*(" @(" @ M(" @(" @(" @(" @(" @(" @(" @(" @("!3>7-T96TN97AI="@P*3L-"B @ M(" @(" @(" @(" @(" @(" @(" @('T-"B @(" @(" @(" @(" @("!]*3L- M"B @(" @(" @(" @(" @(" -"B @(" @(" @(" @(" @(" O+U-E="!&=6QL M4V-R965N(&UO9&4-"B @(" @(" @(" @(" @("!'6]U="Y#14Y415(I.PT*(" @ M(" @(" @(" @(" @(&9R86UE+F%D9"AB=71T;VXL($)O6]U="Y3 M3U542"D[#0H@(" @(" @(" @(" @(" @0G)A;F-H1W)O=7 @8F<@/2!CPT*(" @(" @(" @(" @(" @('!U8FQI8R!V;VED(&%C=&EO M;E!E&ET*# I.PT*(" @(" @(" @(" @(" @('T-"B @ M(" @(" @?0T*(" @(" @(" -"B @(" @(" @+R]#PT*(" @(" @(" @(" @(" @($)R86YC:$=R;W5P(')O;W0@/2!N97<@ M0G)A;F-H1W)O=7 H*3L-"B @(" @(" @(" @(" @(" -"B @(" @(" @(" @ M(" @("!,:6YE071T T*(" @(" @(" @(" @(" @(%1E>'1U'1U'1U'1U2A4 M"@P+C(U9BP@,"XP-68L(# N-&8L($)O>"Y'14Y%4D%4 M15].3U)-04Q3('P@0F]X+D=%3D52051%7U1%6%154D5?0T]/4D13+"!A<'!E M87)A;F-E*3L-"B @(" @(" @(" @(" @("!497AT=7)E3&]A9&5R('1L(#T@ M;F5W(%1E>'1U'1U7-I8V%L0F]D>2!B;V1Y(#T@ M;F5W(%!H>7-I8V%L0F]D>[EMAIL PROTECTED]*(" @(" @(" @(" @(" @(%!H>7-I8V%L M16YV:7)O;FUE;G0@<&4@/2!N97<@4&AY#A"24T#\P`` M" ``.$))300*```!```X0DE-)Q ```H``0`` M```".$))30/U``!(`"]F9@`!`&QF9@`&```!`"]F9@`!`*&9F@`& M```!`#(!`%H&```!`#4!`"T&```!.$)) M30/X``!P``#_`^@` M_P/H`/\# MZ #_`^@``#A"24T$" ``$ `` M``$```) ```"0 `X0DE-!!0```0!.$))300,``5C M`0```' ```!P```!4 ``DP5'`!@``?_8_^ `$$I&248``0(!`$@`2 `` M__X`)D9I;&4@=W)I='1E;B!B>2!!9&]B92!0:&]T;W-H;W"H(#4N,/_N``Y! M9&]B90!D@ '_VP"$``P(" @)" P)"0P1"PH+$14/# P/%1@3$Q43$Q@1 M# P,# P,$0P,# P,# P,# P,# P,# P,# P,# P,# P,# P!#0L+#0X-$ X. M$!0.#@X4% X.#@X4$0P,# P,$1$,# P,# P1# P,# P,# P,# P,# P,# P, M# P,# P,# P,#/_ `!$(`' `< ,!(@`"$0$#$0'_W0`$``?_Q $_```!!0$! M`0$!`0`#``$"! 4&!P@)"@L!``$%`0$!`0$!``$``@,$ M!08'" D*"Q ``00!`P($`@4'!@@%`PPS`0`"$0,$(1(Q!4%181,B<8$R!A21 MH;%"(R054L%B,S1R@M%#!R624_#A\6-S-1:BLH,F1)-49$7"HW0V%])5XF7R MLX3#TW7C\T8GE*2%M)7$U.3TI;7%U>7U5F9VAI:FML;6YO8W1U=G=X>7I[?' MU^?W$0`"`@$"! 0#! 4&!P<&!34!``(1`R$Q$@1!46%Q(A,%,H&1%*&Q0B/! M4M'P,R1BX7*"DD-3%6-S-/$E!A:BLH,')C7"TD235*,79$55-G1EXO*SA,/3 M=>/S1I2DA;25Q-3D]*6UQ=7E]59F=H:6IK;&UN;V)S='5V=WAY>GM\?_V@`, M`P$``A$#$0`_`.V(!Y0;*0>%7?G/GVH?VRYP\D)VW7#ATH3LBQW(4 M6O<"DIMMS'CZ;?F$=F34_O!\"JK8<%%]/<)*=#Z/< M0$E-=]$),JU5CU&.T42!V24R96C-;"C3J$1)3__1[8N 4
Re: [JAVA3D] Auto reboot after running for a while
I am using v1.3 OpenGL with JDK1.4.0_01 Andy - Original Message - From: Kelvin Chung To: [EMAIL PROTECTED] Sent: Saturday, August 10, 2002 6:42 PM Subject: Re: [JAVA3D] Auto reboot after running for a while Andy, Are you using (1) v1.3 release DirectX version or v1.3 relese OpenGL version ? (2) JDK1.3.1 or JDK1.4 ? - Kelvin Andy wrote: Please help. Attached with my program and textures, please compile and runand see if you have any problems. Whenever I run it for a while, and movethe viewplatform, it automatically reboots. Here is my system spec:AMD Thunderbird 700256MB PC133Asus A7V(most updated bios)Asus V6800 32MB SGRam(GeForce 256 32MB)Win2k pro sp2AMD Win2k AGP patchWin2k Compatibility fixnVidia reference driver 29.42Desktop settings: 1024x768 @ 16bitAny hints? Many thanksAndy ===T o unsubscribe, send email to [EMAIL PROTECTED] and include in the bodyof the message "signoff JAVA3D-INTEREST". For general help, send email [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Behavior Performance
Dear everyone: As I posted my code before, if you have seen my code, please do not laugh at it as I am just a beginner. As you can see in the code that I added the MouseRotate behavior into the TG, but I found that even it's in full screen mode, it is choppy as hell which is not usable. Any suggestion for the performance boost so to make it smooth? I was adding the behavior like the demo BackgroundGeometry.java. Thanks Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] KeyNavigatorBehavior
Hello everybody: I would like to thank you guys helping me a lot here. Thanks. Now I got another question. I tried to add MouseRotate into my program and it works like the tutorial. However, when I added KeyNavigatorBehavior into it, it doesn't work at all. I would like to know is there a way to implement the KeyEvents for the view object myself? Or I can use the KeyNavigatorBehavior to do all the things I want(like move the view forward, backward, flying around the virtual universe)? Sincerely, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] KeyNavigatorBehavior
I just tried using simple universe instead of virtual universe and the KeyNavigatorBehavior is working like the tutorial said. However, when I use Virtual Universe, it doesn't work, my scene graph is like this: BranchGroup=>TransformGroup, KeyNavigatorBehavior=>TransformGroup=>ViewPlaform. If I take out the KeyNavigatorBehavior, and try to do some transformations to TransformGroup above ViewPlatform, it works, but if I add back the KeyNavigatorBehavior, it doesn't do the Key functions, the transformation is still done. What happens? is it because I add to wrong place? Andy - Original Message - From: "Andy" <[EMAIL PROTECTED]> To: "Java3d" <[EMAIL PROTECTED]> Sent: Monday, August 12, 2002 4:28 PM Subject: KeyNavigatorBehavior > Hello everybody: > > I would like to thank you guys helping me a lot here. Thanks. > > Now I got another question. I tried to add MouseRotate into my program and > it works like the tutorial. However, when I added KeyNavigatorBehavior into > it, it doesn't work at all. I would like to know is there a way to > implement the KeyEvents for the view object myself? Or I can use the > KeyNavigatorBehavior to do all the things I want(like move the view forward, > backward, flying around the virtual universe)? > > Sincerely, > > Andy > > === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Texture
When I create a shape3d object(e.g. linearray), how do I apply a texture(2d image) to the shape? I tried to create a 2d box and apply a texture, but it just fills the line with the texture, not the space inside the 2d box, how do I fill the 2d box with texture or color? Thanks Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Texture
Now I used TriangleStripArray to construct a so called "box" which has 4 faces(not 6 but it's not a box), and when I fill with texture, it doesn't fill up the triangles, instead, it fills the lines...I set MODULATE and Polygon_fill already but still, any hints please? Many thanks Andy - Original Message - From: "David Yazel" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, August 12, 2002 9:12 PM Subject: Re: [JAVA3D] Texture > Set the PolygonAttributes.setPolygonMode(POLYGON_FILL ); > > Dave Yazel > http://www.magicosm.net > > - Original Message - > From: "Andy" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Monday, August 12, 2002 10:25 PM > Subject: [JAVA3D] Texture > > > When I create a shape3d object(e.g. linearray), how do I apply a texture(2d > image) to the shape? I tried to create a 2d box and apply a texture, but it > just fills the line with the texture, not the space inside the 2d box, how > do I fill the 2d box with texture or color? Thanks > > Andy > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Camera
Hi, I may bother you all too much, but I really want to know that how do I move the view in the virtual universe, like flying around, which is done by keynavigatorbehavior. Cuz I am trying to construct a house, and I can navigate inside. Thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Camera
Sorry for not telling specific enough, here is my code: /** * BranchGraph for View BranchGroup */ private BranchGroup createView(Canvas3D c){ BranchGroup bg = new BranchGroup(); View view = new View(); view.setSceneAntialiasingEnable(false); ViewPlatform vp = new ViewPlatform(); vp.setViewAttachPolicy(View.NOMINAL_SCREEN); PhysicalBody body = new PhysicalBody(); PhysicalEnvironment pe = new PhysicalEnvironment(); view.addCanvas3D(c); view.attachViewPlatform(vp); view.setPhysicalBody(body); view.setPhysicalEnvironment(pe); TransformGroup tg = new TransformGroup(); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); bg.addChild(tg); tg.addChild(vp); KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg); key.setSchedulingBounds(new BoundingSphere()); bg.addChild(key); return bg; } In this method, it creates the scene graph of the View, ViewPlatform, PhysicalBody, PhysicalEnvironment. I setup a TransformGroup just above the ViewPlatform below the BranchGroup. Then I attach the TransformGroup to the KeyNavigatorBehavior like shown above, and set the SchedulingBounds and addChild to the BranchGroup. This is what I learned from tutorial but it doesn't work. Then I tried exactly the same thing from tutorial, using SimpleUniverse, TransformGroup tg = simpleuniverse.getViewingPlatform().getViewPlatformTransform(); returns the TransformGroup between the BranchGroup and ViewPlatform. And I don't have to modify any methods of keyPressed(KeyEvent e). I also tried extending the KeyNavigatorBehavior class, and implement the keyPressed() method, add it to the TransfromGroup of the ViewPlatform, but it still doesn't work. Hopefully I give enough information, since I really want to use keys(or I can config some other keys, not necessary using the specified in KeyNavigatorBehavior class) to navigator in VirtualUniverse. I am not using SimpleUniverse since I wanna learn more about the ViewPlatform and stuff. Thank you very much and waiting for your reply. Sincerely, Andy - Original Message - From: "Georg Rehfeld" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, August 13, 2002 8:03 AM Subject: Re: [JAVA3D] Camera > Dear Andy, > > > Hi, I may bother you all too much, but I really want to know that how do I > > move the view in the virtual universe, like flying around, which is done by > > keynavigatorbehavior. Cuz I am trying to construct a house, and I can > > navigate inside. Thanks. > > I'm unsure from your question what you really are after. If you > want to move around as with KeyNavigatorBehavior then just use it. > If you don't know how to do that, you _definitely_ should read the > Java3D tutorial, especially chapter 4.4 Behavior Utility Classes > for Keyboard Navigation. > > If you want to do the keyboard/mouse handling on your own, you > should look into the code for KeyNavigator and KeyNavigatorBehavior > how they do it ... it boils down to manipulating the Viewplatform > Transform. The Viewplatform is the place where your avatar/ > camera/eye sits (compare figure 4-8 from the tutorial) in the > virtual world and that platform can be moved, turned and scaled > freely by changing it's Transform taking the camera with it, > resulting in a changed projection onto the canvas. > > If this both isn't what you wanted to know feel free to ask your > question a little bit more specific. > > regards > > Georg > ___ ___ > | + | |__Georg Rehfeld Woltmanstr. 12 20097 Hamburg > |_|_\ |___ [EMAIL PROTECTED] +49 (40) 23 53 27 10 > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Camera
Here is the method for compiling the branchgroup returned from createView() method and add to locale: public JEngine(String vu){ Frame frame = new Frame(vu); frame.setLayout(new BorderLayout()); frame.setUndecorated(true); frame.setBackground(Color.BLACK); GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice d = ge.getDefaultScreenDevice(); if(d.isFullScreenSupported()) d.setFullScreenWindow(frame); GraphicsConfiguration[] gc = d.getConfigurations(); GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D(); GraphicsConfiguration graphics = gct.getBestConfiguration(gc); if(gct.isGraphicsConfigSupported(graphics)) System.out.println("Graphics Device Supported"); else{ System.out.println("Graphics Device NOT Supported"); System.exit(1); } Canvas3D c3d = new Canvas3D(graphics); Button button = new Button("Exit"); button.addActionListener(new ActionEvents()); frame.add(c3d, BorderLayout.CENTER); frame.add(button, BorderLayout.SOUTH); frame.addKeyListener(new KeyEvents()); BranchGroup bg = createBox(); bg.compile(); VirtualUniverse u = new VirtualUniverse(); Locale locale = new Locale(u); BranchGroup bg2 = createView(c3d); bg2.compile(); locale.addBranchGraph(bg); locale.addBranchGraph(bg2); frame.show(); } I followed the scene graph structure, compile the BranchGroup returned from createView() and add to locale, and locale is attached to the Virtual Universe. I don't know why the KeyNavigatorBehavior doesn't work that way. Thanks for replying. Andy - Original Message - From: "Mark Hood" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, August 13, 2002 3:06 PM Subject: Re: [JAVA3D] Camera > > Date: Tue, 13 Aug 2002 11:46:19 -0500 > > From: Andy <[EMAIL PROTECTED]> > > Content-Length: 4565 > > > > Sorry for not telling specific enough, here is my code: > > Looks OK so far... what do you do with the BranchGroup returned by your > createView() method? SimpleUniverse creates a ViewingPlatform BranchGroup and > attaches it to the universe for you. It looks like you're essentially > reimplementing ViewingPlatform but perhaps you're not making it live. > > Keep posting more of your code, someone ought to see the problem eventually. > If you send a complete test app that reproduces the problem, we can determine > if it's a bug that needs to be investigated. > > -- Mark Hood > > > /** > > * BranchGraph for View BranchGroup > > */ > > private BranchGroup createView(Canvas3D c){ > > BranchGroup bg = new BranchGroup(); > > View view = new View(); > > view.setSceneAntialiasingEnable(false); > > ViewPlatform vp = new ViewPlatform(); > > vp.setViewAttachPolicy(View.NOMINAL_SCREEN); > > PhysicalBody body = new PhysicalBody(); > > PhysicalEnvironment pe = new PhysicalEnvironment(); > > view.addCanvas3D(c); > > view.attachViewPlatform(vp); > > view.setPhysicalBody(body); > > view.setPhysicalEnvironment(pe); > > TransformGroup tg = new TransformGroup(); > > tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); > > tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); > > bg.addChild(tg); > > tg.addChild(vp); > > KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg); > > key.setSchedulingBounds(new BoundingSphere()); > > bg.addChild(key); > > > > return bg; > > } > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Texture not correctly
Here is the method which will create a box with 4 faces only and I load the texture with TextureLoader and use MODULATE as parameter. It works perfectly if I create a box with the class Box but not this: private BranchGroup createBox(){ BranchGroup root = new BranchGroup(); Point3f coord[] = new Point3f[16]; coord[0] = new Point3f(-0.4f, 0.4f, 0.0f); coord[1] = new Point3f(0.4f, 0.4f, 0.0f); coord[2] = new Point3f(-0.4f, -0.4f, 0.0f); coord[3] = new Point3f(0.4f, -0.4f, 0.0f); coord[4] = new Point3f(0.4f, 0.4f, 0.0f); coord[5] = new Point3f(0.4f, 0.4f, -0.4f); coord[6] = new Point3f(0.4f, -0.4f, 0.0f); coord[7] = new Point3f(0.4f, -0.4f, -0.4f); coord[8] = new Point3f(0.4f, 0.4f, -0.4f); coord[9] = new Point3f(-0.4f, 0.4f, -0.4f); coord[10] = new Point3f(0.4f, -0.4f, -0.4f); coord[11] = new Point3f(-0.4f, -0.4f, -0.4f); coord[12] = new Point3f(-0.4f, 0.4f, -0.4f); coord[13] = new Point3f(-0.4f, 0.4f, 0.0f); coord[14] = new Point3f(-0.4f, -0.4f, -0.4f); coord[15] = new Point3f(-0.4f, -0.4f, 0.0f); int stripCount[] = {20}; TriangleStripArray tsa = new TriangleStripArray(20, TriangleStripArray.COORDINATES | TriangleStripArray.NORMALS | TriangleStripArray.TEXTURE_COORDINATE_3, stripCount); tsa.setCoordinates(0, coord); TransformGroup tg = new TransformGroup(); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); Shape3D shape = new Shape3D(tsa); tg.addChild(shape); Appearance appearance = new Appearance(); TextureLoader tl = new TextureLoader(new String("./Textures/Floor2.jpg"), new String("RGB"), 0, null); appearance.setTexture(tl.getTexture()); TextureAttributes ta = new TextureAttributes(); ta.setTextureMode(TextureAttributes.MODULATE); appearance.setTextureAttributes(ta); PolygonAttributes pa = new PolygonAttributes(); pa.setCullFace(PolygonAttributes.CULL_FRONT); pa.setPolygonMode(PolygonAttributes.POLYGON_FILL); appearance.setPolygonAttributes(pa); shape.setAppearance(appearance); MouseRotate mr = new MouseRotate(tg); mr.setSchedulingBounds(new BoundingSphere()); root.addChild(mr); root.addChild(tg); return root; } I don't know why the texture was loaded into the lines instead of the box I created, any hints? Thanks to all of you. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Camera
I am too shame of my code, so I didn't send all out. I have all things to work except JUST the camera moving. I got the button listener as well. Here attached my code which is able to compile without error. So just change the createxxx() in the JEngine(String su){} method to create different polygons. But the KeyNavigatorBehavior in createView() method is not working. I don't understand why you need the other methods like the constructor..but anyway may be that just matters. I hope you can help me this for the KeyNavigatorBehavior so I can use keys to navigate instead of just mouserotate and zooming. Thanks. Andy - Original Message - From: "Georg Rehfeld" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, August 13, 2002 11:58 PM Subject: Re: [JAVA3D] Camera > Dear Andy, > > > public JEngine(String vu){ > > you gave part of your code, but _still_ you ain't very specific: > what do you mean by: "doesn't work"??? > > - do you see nothing at all in your canvas? > > - you see something, but typing some keys does not move your view? > > - your app crashes? > > - something else? > > > As you didn't tell, I attempted to combine your splitted source > fragments into one program to see it live and then better guess what's > going wrong: this initially gave 46 compiler errors, hey Andy, what do > you expect us to do, typing in what's your job? Sorry, I will not do > that. As Mark suggested already: give us an attached source, ready to > compile, and one or the other will (or might) try it out and eventually > fix it. > > > As I was in the mood, I actually tried to fix some of the 46 errors top > down, it turned out, that I could reduce to 23 errors by just adding > missing 'import' statements (which took a considerable and really > unneccessary amount of my lifetime) until I stumbled over: > > JEngine.java:40: cannot resolve symbol > symbol : class ActionEvents > location: class JEngine > button.addActionListener(new ActionEvents()); > > Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure you > didn't! What, you have > > - a compiler error > > and didn't tell us about? If so, simply go nuts! Hey, you HAVEN'T typed > that error in only into your mail, you MUST have used COPY/PASTE, thus > the error is in your source. > > bye Andy > > Georg > ___ ___ > | + | |__Georg Rehfeld Woltmanstr. 12 20097 Hamburg > |_|_\ |___ [EMAIL PROTECTED] +49 (40) 23 53 27 10 > > PS: > > Dear Java3D team, > > I'm really VERY appreciated, that you are so polite to accept, and able > to understand even really crude bug reports. Please insist further on a > compiling sample showing the error. J3D IS a good way to go (and I > follow it, for sure), 'thanks for the fish'. > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". begin 666 JEngine.java M+RHJ#0H@*B!*16YG:6YE(&ES(&$@,T0@F5S(&9U;&P@2F%V83-$($%022!F;W(@3&EG M:'0L#0H@*B!40T*("H@0W5R2Y3<&AE6]U="AN97<@0F]R9&5R3&%Y;W5T M*"DI.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E=%5N9&5C;W)A=&5D*&9A M;'-E*3L-"B @(" @(" @(" @(" @("!FPT*(" @(" @(" @(" @(" @(" @(" @ M(" @<'5B;&EC('9O:60@=VEN9&]W0VQO&ET*# I.PT*(" @(" @(" @(" @(" @(" @(" @(" @?0T*(" @(" @(" @ M(" @(" @('TI.PT*(" @(" @(" @(" @(" @( T*(" @(" @(" @(" @(" @ M("\O4V5T($9U;&Q38W)E96X@;6]D90T*(" @(" @(" @(" @(" @($=R87!H M:6-S16YV:7)O;FUE;G0@9V4@/2!'6]U="AN M97<@0F]R9&5R3&%Y;W5T*"DI.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E M=%5N9&5C;W)A=&5D*'1R=64I.PT*(" @(" @(" @(" @(" @(&9R86UE+G-E M=$)A8VMG7-T96TN;W5T+G!R:6YT;&XH(D=R87!H M:6-S($1E=FEC92!.3U0@4W5P<&]R=&5D(BD[#0H@(" @(" @(" @(" @(" @ M(" @(" @("!3>7-T96TN97AI="@Q*3L-"B @(" @(" @(" @(" @("!]#0H@ M(" @(" @(" @(" @(" @#0H@(" @(" @(" @(" @(" @0V%N=F%S,T0@8S-D M(#T@;F5W($-A;G9A45V96YT(&4I>PT*(" @ M(" @(" @(" @(" @(" @
Re: [JAVA3D] Camera
o..it works for you? o my god...what's my problem? when I pressed the up/down cursor, nothing happened, I tried to hold and pressed continuously, it still didn't work Anyway, you should not say sorry to your attitude, it was my fault to make you that way. Thank you very much for testing it out...I will transfer it to another system and try, thank you again. Andy - Original Message - From: "Georg Rehfeld" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, August 14, 2002 6:55 PM Subject: Re: [JAVA3D] Camera > Dear Andy, > > I wrote: > > > > Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure you > > > didn't! > > So, sorry, now I can see, that you really invented it ... but you might > imagine, that, without your code, one _can't_ know how it is implemented. > My apologizes for my rude attitude. > > > I am too shame of my code, so I didn't send all out. > > Nobody here will request code to lough at the author, really, remember, > we all once started, and in my case, I'm making errors all day and > understand not the half of what I would like to understand. > > > ... I don't understand why you need the other methods like the > > constructor..but anyway may be that just matters. > > The matter simply is: make our life easier, just compile, look at the > result/error, then at the code really running and try to find the > problem. Else I've better things to do. And I'm _not_ interested in > other code, just the essential lines to reproduce the problem (and this > is the same the Java3D team wants to have in bug reports: a minimal > sample showing the error). So you could have taken all things out, that > have nothing to do with your problem: no lights, no textures, just a > simple cube to see something. Besides, often, in the process of breaking > out unneccessary code, you might find the problem yourself. > > > ... But the KeyNavigatorBehavior in createView() method is > > not working. > > Hmm, it WORKS for me, just fine. The only things I had to do was: > > - supply 2 textures > - remove the comments around the KeyNavigatorBehaviour lines: > > > /** > * BranchGraph for View BranchGroup > */ > private BranchGroup createView(Canvas3D c){ > ... > bg.addChild(tg); > tg.addChild(vp); > > KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg); > key.setSchedulingBounds(new BoundingSphere()); > bg.addChild(key); > > return bg; > } > > The view moves forward/backward with cursor up/down, turns with > cursor left/right etc., just as expected. > > So, what actually is your problem??? What exactly is 'not working'? > Is it, that you press cursor up/down and the view doesn't move > forward/backward? > > If so, do you develop/test under Linux? I remember to have seen > some note about this problem: > > - Java on Linux deliveres a KEY_RELEASED KeyEvent for every > KEY_PRESSED event, even when the key is pressed continuously, > whereas Java on Windows deliveres a sequence of KEY_PRESSED > events, as long as the key remains pressed, then just one > KEY_RELEASED event, when the key is released. > > As of the current implementation of KeyNavigator this might lead > to jaggie movement, but it should move a little, I believe > (can't test under Linux currently). > > You can try the IntersectTest from directory > /demo/java3d/PickTest, it uses KeyNavigatorBehavior and > works on my system; how does it behave on yours, same problem as > with your app? > > regards > > Georg > ___ ___ > | + | |__Georg Rehfeld Woltmanstr. 12 20097 Hamburg > |_|_\ |___ [EMAIL PROTECTED] +49 (40) 23 53 27 10 > > PS: my System: > W2K, Servicepack 2 > Riva TNT graphics card, driver version 6.13.10.2311 > JDK 1.4 > J3D 1.3beta2 > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Camera
IT WORKS NOW GREAT!!! Thanks!!! But another problemI have to use my mouse to rotate it first, then I can use cursor to move it...is it because of the wake thing in Behavior class? Do I have to use start() method in Behavior class? Andy - Original Message - From: "Andy" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, August 14, 2002 10:48 PM Subject: Re: [JAVA3D] Camera > o..it works for you? o my god...what's my problem? when I pressed the > up/down cursor, nothing happened, I tried to hold and pressed continuously, > it still didn't work > > Anyway, you should not say sorry to your attitude, it was my fault to make > you that way. Thank you very much for testing it out...I will transfer it > to another system and try, thank you again. > > Andy > > - Original Message - > From: "Georg Rehfeld" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, August 14, 2002 6:55 PM > Subject: Re: [JAVA3D] Camera > > > > Dear Andy, > > > > I wrote: > > > > > > Did _YOU_ invent some class of this name (ActionEvent's')? I'm sure > you > > > > didn't! > > > > So, sorry, now I can see, that you really invented it ... but you might > > imagine, that, without your code, one _can't_ know how it is implemented. > > My apologizes for my rude attitude. > > > > > I am too shame of my code, so I didn't send all out. > > > > Nobody here will request code to lough at the author, really, remember, > > we all once started, and in my case, I'm making errors all day and > > understand not the half of what I would like to understand. > > > > > ... I don't understand why you need the other methods like the > > > constructor..but anyway may be that just matters. > > > > The matter simply is: make our life easier, just compile, look at the > > result/error, then at the code really running and try to find the > > problem. Else I've better things to do. And I'm _not_ interested in > > other code, just the essential lines to reproduce the problem (and this > > is the same the Java3D team wants to have in bug reports: a minimal > > sample showing the error). So you could have taken all things out, that > > have nothing to do with your problem: no lights, no textures, just a > > simple cube to see something. Besides, often, in the process of breaking > > out unneccessary code, you might find the problem yourself. > > > > > ... But the KeyNavigatorBehavior in createView() method is > > > not working. > > > > Hmm, it WORKS for me, just fine. The only things I had to do was: > > > > - supply 2 textures > > - remove the comments around the KeyNavigatorBehaviour lines: > > > > > > /** > > * BranchGraph for View BranchGroup > > */ > > private BranchGroup createView(Canvas3D c){ > > ... > > bg.addChild(tg); > > tg.addChild(vp); > > > > KeyNavigatorBehavior key = new KeyNavigatorBehavior(tg); > > key.setSchedulingBounds(new BoundingSphere()); > > bg.addChild(key); > > > > return bg; > > } > > > > The view moves forward/backward with cursor up/down, turns with > > cursor left/right etc., just as expected. > > > > So, what actually is your problem??? What exactly is 'not working'? > > Is it, that you press cursor up/down and the view doesn't move > > forward/backward? > > > > If so, do you develop/test under Linux? I remember to have seen > > some note about this problem: > > > > - Java on Linux deliveres a KEY_RELEASED KeyEvent for every > > KEY_PRESSED event, even when the key is pressed continuously, > > whereas Java on Windows deliveres a sequence of KEY_PRESSED > > events, as long as the key remains pressed, then just one > > KEY_RELEASED event, when the key is released. > > > > As of the current implementation of KeyNavigator this might lead > > to jaggie movement, but it should move a little, I believe > > (can't test under Linux currently). > > > > You can try the IntersectTest from directory > > /demo/java3d/PickTest, it uses KeyNavigatorBehavior and > > works on my system; how does it behave on yours, same problem as > > with your app? > > > > regards > > > > Georg > > ___ ___ > > | + | |__Georg Rehfeld Woltmanstr.
Re: [JAVA3D] Camera
Thanks a lot. The solution was nothing. I was using the code that I sent you but I just didn't try to use the mouse to move it first and then use keyboard. Thank you so much. Andy - Original Message - From: "Georg Rehfeld" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, August 15, 2002 6:52 AM Subject: Re: [JAVA3D] Camera > Hi Andy, > > > IT WORKS NOW GREAT!!! Thanks!!! > > What was the solution then? > > > But another problemI have to use > > my mouse to rotate it first, then I can use cursor to move it...is it > > It is a matter of the keyboard focus sitting elsewhere. Simply add > > c3d.requestFocus(); > > at the end of your constructor. > > regards > > Georg > ___ ___ > | + | |__Georg Rehfeld Woltmanstr. 12 20097 Hamburg > |_|_\ |___ [EMAIL PROTECTED] +49 (40) 23 53 27 10 > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Graphics card
I am not saying ATI card is bad, but the driver is immature. Though you may see some benchmarks on some sites showing ATI 9700 is much better than GF 4 Ti 4600, however the driver for ATI card cannot optimize the performance, so nVidia is still the choice. Andy - Original Message - From: "Nitin.Jain" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, August 29, 2002 2:21 AM Subject: [JAVA3D] Graphics card > Hi, > > I need to test my application with a BEST graphics card for java3d. I looked > into archives and found that GeForce and Nvidia are quite talked about but > there stands a lot of ambiguity and I'm not able to make a decision for > buying one. Can somebody please suggest me the BEST available graphics card. > My Application has lot of geometries in the scene and I'm using immediate > mode rendering as well. The application doesn't need any texture mapping. > > I would really, really appreciate your inputs. > > Thanks > > Regards, > > Nitin Jain > ingenovis, > A division of i-Labs Ltd. > Hyderabad, India > Phone : 91-40-3352900/2 Ext.2016 > Fax : 91-40-3351522 > Email : [EMAIL PROTECTED] > http://www.ingenovis.com > http://www.ilabsgroup.com > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] How to move a camera in the virtual universe using keyboard?
Hi, I am currently trying to have a camera, looking at a cube from the top view, then when I press up/down/left/right, camera will move along the x-z plane, since I am using virtual universe, I cannot use viewingplatform, and I don't like behavior class so I would like to use normal keylistener attach to the transformgroup of the viewplatform to make any changes. But when I do that, it does not show anything, but if I move the cube instead, I can see the cube. The second question I wanna ask is that how do I use lookAt()? There is a game engine called irrlicht, which has a camera that has properties: target and location, target is where the camera looks at and location of the camera, how do I have the same thing in Java3D? Here is my code of the transformgroup, any hints? Thanks. // This is in the main VirtualUniverse universe = new VirtualUniverse(); Locale locale = new Locale(universe); BranchGroup objRoot = new BranchGroup(); TransformGroup tg = new TransformGroup(); // Modify the camera here objRoot.addChild(tg); tg.addChild(ccube); objRoot.compile(); locale.addBranchGraph(objRoot); locale.addBranchGraph(camera.createPanCamera()); // Modify the camera here camera.move(0, 0, -10); // This is in the camera class public BranchGroup createPanCamera(){ // Gravity will be attached later by physics engine /*** Create all necessary objects for a camera ***/ bGroup = new BranchGroup(); tg = new TransformGroup(); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); tg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); view = new View(); vp = new ViewPlatform(); vp.setCapability(ViewPlatform.ALLOW_POLICY_READ); vp.setCapability(ViewPlatform.ALLOW_POLICY_WRITE); pb = new PhysicalBody(); pe = new PhysicalEnvironment(); /*** Attach all parts to make it a normal scene graph ***/ view.setPhysicalBody(pb); view.setPhysicalEnvironment(pe); view.attachViewPlatform(vp); view.addCanvas3D(canvas); bGroup.addChild(tg); tg.addChild(vp); return bGroup; } public void move(int x, int y, int z){ ct3d = new Transform3D(); ct3d.set(new Vector3f(0.0f, 0, 5.0f)); ct3d.lookAt(new Point3d(0, 0, 5f), new Point3d(0, 0, 0), new Vector3d(0, -1, 0)); tg.setTransform(ct3d); } === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Moving Camera
Hi, thank you for replying. I tried t3d.invert() with the lookAt() function but it still doesn't work. If I move the cube to (0, 0, -5), it shows me the cube, but I tried to move the TranformGroup between the BG and ViewPlatform by using lookAt(new Point3d(0, 0, 0), new Point3d(0, -5, 0), new Vector3f(0, 1, 0)); and then use t3d.invert(); and then tg.setTransform(t3d); but it doesn't show me anything. Any hints? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Moving Camera
I made stupid mistakes, now it works, thanks to all of you. Another question is that how do I get the normal by cross product or dot product if I am looking from the sky to the ground, for example: eye) \ \ \ target Thanks in advance Andy Brian McCormick wrote: Maybe you should use this instead: lookAt(new Point3d(0, 0, 0), new Point3d(0, 0, -5), new Vector3f(0, 1, 0)); Hope this helps. -Original Message- From: Andy [mailto:[EMAIL PROTECTED] Sent: Monday, April 26, 2004 3:44 PM To: [EMAIL PROTECTED] Subject: [JAVA3D] Moving Camera Hi, thank you for replying. I tried t3d.invert() with the lookAt() function but it still doesn't work. If I move the cube to (0, 0, -5), it shows me the cube, but I tried to move the TranformGroup between the BG and ViewPlatform by using lookAt(new Point3d(0, 0, 0), new Point3d(0, -5, 0), new Vector3f(0, 1, 0)); and then use t3d.invert(); and then tg.setTransform(t3d); but it doesn't show me anything. Any hints? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Java3D and Mouse Listener question
Hi all, I am currently have a program that has a cube, and a camera. I use mouse event listener to check if the mouse moves to the edge of the program, if yes, then it moves the camera. But if I move my mouse to the edge and stop there, it just checks whenever the mouse moves or not, otherwise, it doesn't know if the mouse pointer is on the edge or not. Then is there any class or method that I can use to check mouse pointer location every single second or loop? Thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Java3D and Mouse Listener question
Thank you for replying. I need to check the mouse position constantly even it's not moving, for example, if I move my mouse to (25, 50) and stop moving, when the mouseMoved() method detected that it's inside it will keep doing something until this mouse is moving away from this area. Someone suggests me to use a thread to check constantly inside the method, and use the listener to stop it anytime the mouseMoved() method changes the position. Now what I don't wanna use is thread, I am thinking if it is possible for me to do it C/C++ way like this: Loop Check mouse position IF mouse position is in the area, do something ELSE do nothing End Loop Since I am worring about the thread that will make our program unreliable or unstable, therefore I rarely use thread. The main reason is that since I am trying to make a very simple RTS game, so if mouse moving thread is stop responding or a bit slow because of the CPU time or whatever, it will make the game not synchronized. If I use C/C++ way that dose not use fork, check everything in one flow, it gurantees the flow. Thus, do you have any idea that I can check the mouse position like the loop above without using thread? Since I tried having the mouseMoved() method loads another method that has a loop that checks the mouse position every iteration, but the mouseMoved() method cannot stop it even it changes the variable, I believe it's because of the loop takes highest priority. Thank you very much, I appreciate your help. Andy Florin Herinean wrote: I don't understand why do you want to check the mouse position if the mouse is not moving ??? It's obvious that the position is the last one where a mouse move event was fired. If you really need to know the mouse position at every moment, then just use the mouse move listener to store the position of the event in some convenient place. Then from wherever you are, you can get from there the current position. And don't forget to synchronize access to the mouse position. Cheers, Florin -Original Message- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] Behalf Of Andy Sent: Dienstag, 27. April 2004 20:12 To: [EMAIL PROTECTED] Subject: [JAVA3D] Java3D and Mouse Listener question Hi all, I am currently have a program that has a cube, and a camera. I use mouse event listener to check if the mouse moves to the edge of the program, if yes, then it moves the camera. But if I move my mouse to the edge and stop there, it just checks whenever the mouse moves or not, otherwise, it doesn't know if the mouse pointer is on the edge or not. Then is there any class or method that I can use to check mouse pointer location every single second or loop? Thanks. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Java3D and Mouse Listener question
Thanks to all your reply, I will change my design to using thread then, cuz it sounds much easier for me to program in threads this way. :) Andy Florin Herinean wrote: Being afraid of threads is pretty stupid. Threads are what makes things to happen smooth and to promptly react regardless of what else the computer is doing. If you're not using threads, then *everything* in your program will happen sequentialy, i.e. you won't be able to do 2 things simultaneous. Besides that, threads are as stable as anything. If you suppose that a thread may cease functioning, the same might apply to the main thread, the one with the loop. In case you didn't know, everything in java is based on threads. A running java program have at the same time, several threads running simultaneous, even if your program does nothing more than HelloWorld ! Now you're concrete example has a very simple solution: Your "do something" code is in a behavior attached to your scene. You register a mouse move listener with your canvas3d. You check in the listener the current position of the mouse, if it's in the desired area, you start the behavior (if not already started), and if it's out of the area you stop the behavior (if it's not already stopped). The behavior can have a wake criterion as elapsed time or elapsed frames, as you like. You're simply not interested in anything else. And your sistem will be much more responsive, since you're not eating cpu cycles siting in a tight loop. That way you won't explicitly create threads, although you're using at least three of them: the awt dispatcher thread to process the mouse events, the behavior thread which will execute the code inside of your behavior and the rendering thread which will render the image. Learn to think in terms of events: you create events, you react to events. Cheers, Florin -Original Message- From: Discussion list for Java 3D API === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Java3D and FullScreen?
Hi, anyone can provide me the code for making a Java3D application full screen enabled without any border decorations? Because my code generates errors saying that this window is displayable which is not able to take away the decorations: GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice devices = env.getDefaultScreenDevice(); devices.setFullScreenWindow(this); setDefaultLookAndFeelDecorated(false); setUndecorated(true); Many thanks, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Java3D and FullScreen?
But what do you mean by invisible frame? is it the Window class in the API? Andy David Grace wrote: Hi, I think the best way to do this is create a separate fullscreen frame, then remove the Canvas3D from its original frame and add it to the new fullscreen frame. You can then swap it to the old frame when returning from fullscreen mode. This works seemlessly for me. This is because you can only call setUndecorated(true); on a frame which has never been made visible. David. -Original Message- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] On Behalf Of Andy Sent: Thursday, 29 April 2004 7:10 AM To: [EMAIL PROTECTED] Subject: [JAVA3D] Java3D and FullScreen? Hi, anyone can provide me the code for making a Java3D application full screen enabled without any border decorations? Because my code generates errors saying that this window is displayable which is not able to take away the decorations: GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice devices = env.getDefaultScreenDevice(); devices.setFullScreenWindow(this); setDefaultLookAndFeelDecorated(false); setUndecorated(true); Many thanks, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". -- Message protected by MailGuard: e-mail anti-virus, anti-spam and content filtering. http://www.mailguard.com.au/mg === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Stopping a thread
I have a question of stopping a thread. I studied the API that I know that the interrupt will stop a thread. But here is my code: public void mouseMoved(MouseEvent e){ if(e.getX() <= 1 || e.getX() >= boundary.width - 1 || e.getY() <= 1 || e.getY() >= boundary.height - 1){ // Update the mouse position in the camera before starting or checking the thread camera.setMousePosition(e.getX(), e.getY()); if(cam.isInterrupted()){ camera.setChecking(true); cam.start(); System.out.println("Camera is start()" + e.getX() + ":" + e.getY()); } }else{ camera.setMousePosition(e.getX(), e.getY()); if(!cam.isInterrupted()){ camera.setChecking(false); try{ cam.interrupt(); }catch(Exception exception){} System.out.println("Camera is interrupt()" + e.getX() + ":" + e.getY()); } } } As you can see that if the isInterrupted() returns false in the else statement, then it will interrupt the thread, which implies that the thread is alive and still running so it will interrupt the thread, right? but everytime I have mouseMoved() detected, it checks if the mouse pointer is in the area or not, if it is, checks if it is interrupted or not, if it is interrupted or not, if it is interrupted, which means it should start the thread again; if it is not interrupted, which means it's running, it will interrupt. But whenever I move my mouse in the area, it starts the thread, then once I interrupt the thread, no matter where I move(exception the area I wanna do something with, which will start the thread), it just goes into the if statement showing "Camera is interrupted()" Any hints? Many thanks, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] loader obj number of triangles
There are v, vt, vn, and f. f is a face, which may contains more than 1 triangle. But all of the f combined into three list, vertex index list(V/vt/vn), vertex texture list(v/VT/vn), and vertex normal list(v/vt/VN). You just need to create that vertex index list, then use vertex index list divided by 3, and you will get the number of triangle. Have fun with obj. Andy Robert O wrote: hello, i have a problem with the obj loader from java3d. i am getting everything worked (rotation,zoom,...), but i have no idea how to determine the total number of triangles in the obj file. can anybody help me and give me some javacode? thx rob === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Viewing Platform animation
Use SimpleUniverse.getViewingPlatform().getViewingPlatformTransform(), or something like that. Then you can modify the transform, and move the camera around. - Original Message - From: Anthony Arobone To: [EMAIL PROTECTED] Sent: Saturday, December 21, 2002 6:09 PM Subject: [JAVA3D] Viewing Platform animation Hi all, Is it possible to animate the viewing platform TransformGroup with a behavior using the SimpleUniverse? I am getting the following exception when setting the capibilities: javax.media.j3d.RestrictedAccessException: Cannot modify capability bits on a live or compiled object But I did not compile anything. I'm guessing nodes go live when they are added to the universe and the simple universe constructs itself so it must be live by default. Is this correct? So before I go and removed the SimpleUniverse and build my own I would like to know if this is even possible. Thank you, Anthony
[JAVA3D] Screen Saver by Java 3D
Hello to everybody here i'm beginner to Java and Java 3D, but i'm going to develop a screen saver implemented by Java 3DMy concept is include several geometry and 3D text and making its move around.some setting likes numbers of shape(geometry),speed of movement,shape color,texture,light will included to let user to set. This is basically running at window applet, does any one know how to convert this applet to screen saver(.scr)file? If my concept wrong, pls tell me,ok because i just learning Java 3D,can your suggest me any online material about implement screen saver by Java 3D? THANKS AndYDo you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now
Re: [JAVA3D] Screen Saver by Java 3D
sorry for late reply..really thanks a lot to u Robert Misior <[EMAIL PROTECTED]> wrote: Hi,Here is a link that could be helpfully:http://msdn.microsoft.com/library/en-us/dnjpp/html/vj6forms.asp?frame=true#vj6forms_scrnsavrThis will only work with JDK 1.1.4 and you will not be able to use Java3D..src files are just like .exe file that implement certain interface(entry of the program is different) and you need to use a nativecompiler to create them.You will be better of creating your java3D program first, then create aC++ screen saver program that executes your java program.RobertAndY GaN wrote:> Hello to everybody here>> i'm beginner to Java and Java 3D, but i'm going to develop a screen> saver implemented by Java 3DMy concept is include several geometry> and 3D text and making its move around.some setting likes numbers> of shape(geometry),speed of movement,sha pe color,texture,light will> included to let user to set. This is basically running at window> applet, does any one know how to convert this applet to screen> saver(.scr)file? If my concept wrong, pls tell me,ok>> because i just learning Java 3D,can your suggest me any online> material about implement screen saver by Java 3D?>> THANKS>> AndY>>> > Do you Yahoo!?> Yahoo! Mail Plus> -> Powerful. Affordable. Sign up now> --Robert MisiorUnix Systems Administrator/ProgrammerSalem Academy and College336.917.5460AndY GaN http://groups.msn.com/kyokofukadacommunity Bye!Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now
[JAVA3D] Blowing up a texture map
Hello all, I have a generated texture map (simply processing my heightfield and assigning colors) that I mapped onto my terrain. However, I get an unwanted effect. Each triangle is texturized individually, so you get a repeating texture along the terrain in strips. Is there a way to make each triangle a specific color from the map? I know I could probably assign each vertex a color, but I have some stuff in mind that would make using a texture advantageous over assigning colors. Thanks, Andy
Re: [JAVA3D] AW: [JAVA3D] Blowing up a texture map
Thanks, that worked nicely. - Original Message - From: Florin Herinean To: [EMAIL PROTECTED] Sent: Monday, February 10, 2003 2:57 AM Subject: [JAVA3D] AW: [JAVA3D] Blowing up a texture map Set texture coordinates to the vertexes of your terrain. Don't use TexCoordGeneration. That will always work. Cheers, Florin -Ursprüngliche Nachricht-Von: Andy Gombos [mailto:[EMAIL PROTECTED]]Gesendet: Samstag, 8. Februar 2003 00:27An: [EMAIL PROTECTED]Betreff: [JAVA3D] Blowing up a texture map Hello all, I have a generated texture map (simply processing my heightfield and assigning colors) that I mapped onto my terrain. However, I get an unwanted effect. Each triangle is texturized individually, so you get a repeating texture along the terrain in strips. Is there a way to make each triangle a specific color from the map? I know I could probably assign each vertex a color, but I have some stuff in mind that would make using a texture advantageous over assigning colors. Thanks, Andy
[JAVA3D] After rendering for about 30 seconds, my app stops rendering
My little terrain rendering test displays the objects fine - using KeyNavigatorBehavior I can fly around the object and examine it. However, on the latest stable and beta J3D releases, after about 30 seconds rendering hangs. The AWT threads are still running, since I can close the app normally. What normally causes this behavior? I allocate a decent amount of memory, but only once to create my objects. === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Creating scheduling bounds - BoundingLeafs
How do I use a BoundingLeaf? It's not really clear to me using the Sun tutorials how to use one. For example, can I create a global region to fly the camera around anywhere without limitations? I recently solved my scene lockup problem (I was running outside the scheduling boundary), and would like to keep it from happening again. ---Outgoing mail is certified Virus Free.Checked by AVG anti-virus system (http://www.grisoft.com).Version: 6.0.449 / Virus Database: 251 - Release Date: 1/27/2003
Re: [JAVA3D] Java3D & Garbage Collection
The [B, [I, [F mean byte array, int array, float array. The [ is used to denote an array, and the primitive is given a shorthand name. An array of Strings would be [Ljava.lang.String - Original Message - From: "Giuseppe Fontana" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, February 19, 2003 1:33 PM Subject: Re: [JAVA3D] Java3D & Garbage Collection > On Wed, 19 Feb 2003 16:26:40 +, Rob Nugent <[EMAIL PROTECTED]> wrote: > > >Giuseppe, > > > >You could try running your app with 'java -Xrunhprof:heap=sites ...' > > > >When your app terminates, you can inspect the resultant hprof file and look at > >the SITES section to see what objects are in your heap. This might give you some > >clues. > > > >Rob > > Rob, > Thanx for the advice. > I executed my program and examined the sites. > I got: > * 89.85 % sites, whose names are [B , [I, [F > * 10.15% sites, whose names are javax.media.j3d.Shape3DRetained, javax.media.j3d.TriangleArrayRetained, javax.media.j3d.TransformGroupRetained, > javax.media.j3d.GeometryAtom, > javax.vecmath.Point3d, > javax.media.j3d.AppearanceRetained, javax.media.j3d.Texture2DRetained and other Java3D related stuff. > Do you know what are those [B, [I, [F sites? > Otherwise, can you tell me where can I find some docs about site inquiry? > Unfortunately I'm still beginner... > Thanx, > Giuseppe > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.449 / Virus Database: 251 - Release Date: 1/27/2003 === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Advantages of picking over consulting the actual geometry
What is the main reason to use picking in terrain following (or collison detection, or whatever) rather than the actual geometry data? Picking seems to involve a lot of work (creating the pick shape, asking the scene graph for the objects, and then comparing each returned object) versus (in the case of terrain following) asking the terrain to interpolate a height for a given set of coordinates. You get the height at a given point instantly, although this does ignore stuff like buildings you may be in - the framework would need to be extended for that. It seems with a class to automatically determine what is below you, and at what height, would be faster than picking. While the picking API may infact do this, the more generalized implementation must cause slow downs somewhere. Any thoughts? ---Outgoing mail is certified Virus Free.Checked by AVG anti-virus system (http://www.grisoft.com).Version: 6.0.449 / Virus Database: 251 - Release Date: 1/27/2003
Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Advantages of picking over consulting he actual geometry
I think the simplified model would need to be more complicated than a simple 2d array eventually, to handle multi-story buildings and the like. Arrays (or whatever construct you desire) would need to be stored for each level, and the class would automatically determine the correct plane to check for heights based on where the viewer is in 3d space. - Original Message - From: "Florin Herinean" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, February 21, 2003 7:19 AM Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Advantages of picking over consulting t he actual geo metry As you say, it's valid to use it every frame and so on, but I wouldn't do it. For the type of thing you are doing, as I could see from your posted image, I would use a simplified model to do the picking, eventually an *extremely* simplified model, like a b&w height bitmap. Knowing the distance to the ground will be simply a lookup into a table based on x-y, avoiding completely the picking mechanism. Cheers, Florin -Ursprüngliche Nachricht- Von: Rob Nugent [mailto:[EMAIL PROTECTED]] Gesendet: Freitag, 21. Februar 2003 13:07 An: [EMAIL PROTECTED] Betreff: Re: [JAVA3D] AW: [JAVA3D] Advantages of picking over consulting the actual geo metry Florin, The trouble is that the Locale.pickAll() and Shape3D.intersect() is that they are essentially the *only* mechanisms provided by Java3D for testing for intersections between ray, segment, etc and geometry in the scene. Yes, calling these from a user interaction as a result of a mouse click is a common use case. However, it is entirely valid that I should e.g. want to pick the object under my view platform every frame or use these routines to do collision detection. They are the only capabilities provided by Java3D that allow me to do this, and the garbage they produce can easily be excessive. Rob Florin Herinean wrote: > I think that "picking" should simply do that. I mean you move the mouse over > the screen, and "pick" something. In that case you need the whole picking > framework, and since the picking is done only when you click the mouse, it > shouldn't generate so much garbage. After all, how quickly can you click the > mouse buttons ??? For the rest like terrain following and maybe collision, > the program itself can be constructed so that it can be really very > efficient, without the picking framework, as was posted before. > > However, I do see one circumstance when you can use picking for terrain > following, when you don't know anything about the terrain. You navigate over > a terrain which was provided by a 3rd party program and you or your program > doesn't have a single clue of how it looks like. > > Cheers, > > Florin = To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help". --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.449 / Virus Database: 251 - Release Date: 1/27/2003 === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Just little statistics.
Hi, I would like to know what editor you guys use to program in Java, just curiousity: 1. Normal text editor 2. WordPad(in Windows) 3. vi or Emac(in Linux) 4. Java Creator LE 5. Jext 6. JBuilder 7. VisualAge 8. Visual J++ 9. Forte CE 10. vim(windows version) I am currently using Jext. May I know yours? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Just little statistics.
Hi guys, I would like to know what editor you are using to program: 1. Text editor 2. JBuilder, VisualAge, ...bean... 3. Java Creator LE, Jext 4. vi(linux), vim(linux and windows)... I myself is using Jext, may I know yours? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Result.
Hi, thanks for telling what editor your use. I found that(there may be ppl not answering yet) most of the people are using JBuilder and NetBean. I tried JBuilder, it has too many features that I don't need such that it wastes many of my system resources, so now I am going to trying NetBean. Hopefully NetBean is better. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Question about NetBeans
Sorry to bother again guys, I would like to know where do I download NetBeans? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] NetBeans
Ok, I found it: www.netbeans.org. Another question, is NetBeans produced by pure Java(100%)? Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to work with Java SDK 1.3
I'm using Windows 2000. I was able to get the DirectX 6.1 beta release to work with my JDK 1.3, however this is only for applets embedded in html viewed using appletviewer. When I use the hotspot JVM (java.exe) it complains it can't find the javax.media.j3d classes. This happens even though I've put the jar files under jdk1.3\jre\lib and jdk1.3\jre\bin. Also, does anyone know how to get Voodoo3 opengl acceleration to work with Java3D - I believe this entails changing the opengl32.dll so that it uses the voodoo card instead of software rendering but I don't know what to replace it with. === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Getting Voodoo3 OGL drivers to work with Java 3D 1.2 OGL
I expected it to be so, but sadly such is not the case. It seems that Java 3D does not know to use or find the Voodoo 3 OGL drivers (I'm using the v1.00.00 Win2K drivers) and instead defaults to using the opengl32.dll (which is not replaced by the 3dfx drivers). Copying this over with 3dfxogl.dll doesn't work either. There must be some way to point Java 3D to the 3dfx open gl drivers, anyone know how? I tried the Mesa 3dfx drivers but they were barely faster than the software opengl32.dll and so are pretty much useless in this case. The Java 3D 1.1.3 DirectX SDK 6.1 version on the other hand clearly take advantage of the Voodoo Direct3D drivers. It is obvious from the speed of rendering and also the fact that i get a pixel format error if I set my bit depth to 32 (though the proper behaviour here should have been a default to software rendering. However, it would really be nice if we could get the acceleration working in OpenGL and Java 3D 1.2. - Original Message - From: "John Wright" <[EMAIL PROTECTED]> To: "Andy Sy" <[EMAIL PROTECTED]> Sent: Wednesday, June 28, 2000 4:12 AM Subject: Re: [JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to workwith JavaSDK 1.3 > Andy, > > The Voodoo 3 does hardware acceleration for OpenGL (hence Java 3D 1.2) > without any special installation (just make sure you have the latest > drivers). 3dfx also admits they have a bug in their drivers that > corrupts textures. They've said they will fix it but they haven't for > months. === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Java 3D 1.2 OpenGL acceleration under Windows
Rats, now that really stumps me... actually I've been wanting to get 'transparent' hardware accelerated OpenGL support ever since. Like when I was coding Delphi apps that use an OpenGL binding. However for the latter case, i had to specifiy the particular DLL to use (opengl32.dll and glu32.dll) and that's why I thought that the problem for Java 3D 1.2 was similar. (The voodoo 3 drivers never replace opengl32.dll and glu32.dll, instead providing a differently named 3dfxogl.dll) However, accdg to your experience this doesn't seem to be the case. Does anyone know if there's a registry key that points to which dll to use for opengl? - Original Message - From: "John Wright" <[EMAIL PROTECTED]> To: "Andy Sy" <[EMAIL PROTECTED]> Sent: Thursday, June 29, 2000 7:24 AM Subject: Re: [JAVA3D] getting Java 3D 1.2 OpenGL and/or 1.1.3 DirectX to workwith JavaSDK 1.3 > Andy, > > Yes, the Voodoo 3 (under Win98) was definitely providing significant > hardware acceleration (it was outperforming a nearly identical machine > with a Matrox G200 which clearly showed a significant performance > difference depending on what version of drivers were used). Also I use > my laptop (P2-300) as a reference non-accelerated machine. > > - John Wright > Starfire Research === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] OpenGL acceleration under Windoze using Voodoo 3
has anyone here (besides John Wright) gotten Java3D 1.2 OpenGL to run accelerated with their Voodoo 3? Even if it isn't the Voodoo 3 - as long as you were able to get Java3D OpenGL (not DirectX though) to run accelerated, a few tips might help, as I think the problem is Java3D not calling the right OpenGL DLLs. === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3
May I ask which version of the Java SDK you're using? I'm using 1.3 under Windows 2000 and my driver is the latest one for the Voodoo 3. - Original Message - From: "Steven Crowe" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, July 08, 2000 12:42 AM Subject: Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3 > Andy, > > I have Java 3D working fine with my Voodoo3 card and OpenGL. I would make darn sure >you have up to date drivers for the card. My > settings are.. > > Driver: 3dfx Voodoo3 > Version: 4.12.01.1222. > > Also ensure you have correctly placed the j3d.dll file as described in the j3d sdk >readme. > > With regards, > Steve Crowe. > > Andy Sy wrote: === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3
I found the Pixel Format Emulator at http://www.codemanual.com/opengl/samples_eng[1].shtml in case you're interested - Original Message - From: "Kristyn Fayette" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, July 07, 2000 10:41 PM Subject: Re: [JAVA3D] OpenGL acceleration under Windoze using Voodoo 3 > If you're not in a mode where OpenGL HW accel is possible, then you won't > get it (of course). > > I don't know anything at all about the Voodoo, but I do have both a TNT and > a FireGL. I seem to always get HW accel under my TNT, but the FireGL is a > little trickier. I can only get accel when my desktop is set to > 800x600x16k. > > I used to have (but it died in a hd crash) a program called "Pixel Format > Enumerator" which would tell you if the mode your desktop is currently in > would offer hardware acceleration (under Windows). The program is freely > available out on the net somewhere. === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Help On Java 3D
Hi, I would like a favor from anyone out there.. I am doing my project on particle cloud for java 3d.. I would like to create a geometry point for cylinder and sphere.. Does anyone has any example or reference or even website for me to go to or use. Thanks Andy
Re: [JAVA3D] AW: [JAVA3D] Help On Java 3D
Hi Bernd What do you can be found in com.sun.j3d.utils.geometry.Sphere!.. Is that a website or what... Do you have any source code for that... Thanks Andy - Original Message - From: B. Hofmann <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, October 22, 2000 11:08 PM Subject: [JAVA3D] AW: [JAVA3D] Help On Java 3D > Hi Andy, > > a cylinder is already implemented in com.sun.j3d.utils.geometry.Cylinder and > a sphere is in com.sun.j3d.utils.geometry.Sphere! > > For example: > > public Sphere(float radius, > int primflags, > int divisions, > Appearance ap) > Constructs a customized Sphere of a given radius, number of divisions, and > appearance, with additional parameters specified by the Primitive flags. The > resolution is defined in terms of number of subdivisions along the sphere's > axes. More divisions lead to more finely tesselated objects. > If the appearance is null, the sphere defaults to a white appearance. > > regards, > > Bernd > > > === > Hi, > > I would like a favor from anyone out there.. I am doing my project on > particle cloud for java 3d.. I would like to create a geometry point for > cylinder and sphere.. Does anyone has any example or reference or even > website for me to go to or use. > > Thanks > Andy > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Rotating multiple Objects
Hi.. I'm a little confused. I've worked my way gradually through the sun tutorial but am now stuck. What I wish to do is rotate a number of objects around a central local axis (Local the the group of objects that is). I've created the cubes (3 of them) Translated them to the positions I want adding the individual tranform objects to individual transformgroups and then adding the appropriate cube. I then create a group and add a transformgroup(rotation) to it. I've then added the (three) transform groups (containing the individual cubes) to the group. Every thing is fine if I simply miss out the transformgroup(rotation) on the group but if I do the rotation the cubes disappear. I think this is because the object group is being rotated around some global axis (ie maybe the camera). So how do i rotate the cubes around their central axis point instead of the camera axis. Is this the correct way to do this or should I simple move the camera and if so how do i do that. I know this maybe a bit noddy but everyone has to start somewhere (unfortunately for me thats right back at the begining) Thanks in advance Andy Knight Software Engineer Syngenta === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D]
This is a part of my source code for my project... It is giving me alot of problem and i still couldn't figure how to correct it.. Can any one help me.. It is quite urgent cause my deadline is coming soon... private Geometry sphereGeometry() { int f; int r = 50; int xc = 100; int yc = 100; int zc = 100; int v; int bvol; float rx, ry, rz, spanx, spany, spanz, randx, randy, randz; bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); v = bvol*(60/100); Point3f[] coordinates; coordinates = new Point3f[bvol]; for(f = 0; f < v; f++){ randx = 0.0f + (float) (Math.random() * 1.0f); randy = 0.0f + (float) (Math.random() * 1.0f); randz = 0.0f + (float) (Math.random() * 1.0f); spanx = (xc+r)-(xc-r); spany = (yc+r)-(yc-r); spanz = (zc+r)-(zc-r); rx = (randx*spanx)+(xc-r); ry = (randy*spany)+(yc-r); rz = (randz*spanz)+(zc-r); if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) {coordinates[f].x = rx;coordinates[f].y = ry;coordinates[f].z = rz; } } PointArray point = new PointArray(bvol, PointArray.COORDINATES); point.setCoordinates(0, coordinates); return point; } // end of method SphereGeometry in class Bone When i compile, it doesn't show any problem but when i run, i show me this errors I really hope that anyone out that can help me with this problem thanks java.lang.NullPointerException at javax.media.j3d.GeometryArrayRetained.setCoordinates at javax.media.j3d.GeometryArray.setCoordinates at FinalProject$Bone.sphereGeometry at FinalProject$Bone. at FinalProject.createSceneGraph at FinalProject. at java.lang.Class.newInstance0 at java.lang.Class.newInstance at sun.applet.AppletPanel.createApplet at sun.applet.AppletPanel.runLoader at sun.applet.AppletPanel.run at java.lang.Thread.run Andy
Re: [JAVA3D]
public static void main(String[] args) { Frame frame = new MainFrame(new FinalProject(), 256, 256); } // end of main method of FinalProject } // end of class FinalProject - Original Message - From: John D <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, December 24, 2000 9:58 PM Subject: Re: [JAVA3D] > In the Christmas spirit, I looked again. Change your > equation v = bvol*(60/100); to v = (bvol*60)/100); > your mixture of ints and floats was resulting in zero. > Off to service. Good luck. > > --- Andy Tay <[EMAIL PROTECTED]> wrote: > > This is a part of my source code for my project... > > It is giving me alot of problem and i still couldn't > > figure how to correct it.. Can any one help me.. It > > is quite urgent cause my deadline is coming soon... > > > > private Geometry sphereGeometry() { > > > > int f; > > > > int r = 50; > > int xc = 100; > > int yc = 100; > > int zc = 100; > > int v; > > int bvol; > > float rx, ry, rz, spanx, spany, spanz, randx, > > randy, randz; > > > > bvol = > > ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); > > > > v = bvol*(60/100); > > > > Point3f[] coordinates; > > > > coordinates = new Point3f[bvol]; > > > > for(f = 0; f < v; f++){ > >randx = 0.0f + (float) (Math.random() * 1.0f); > >randy = 0.0f + (float) (Math.random() * 1.0f); > >randz = 0.0f + (float) (Math.random() * 1.0f); > > > >spanx = (xc+r)-(xc-r); > >spany = (yc+r)-(yc-r); > >spanz = (zc+r)-(zc-r); > > > >rx = (randx*spanx)+(xc-r); > >ry = (randy*spany)+(yc-r); > >rz = (randz*spanz)+(zc-r); > > > >if > > > (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) > > <= r) { > > coordinates[f].x = rx; > > coordinates[f].y = ry; > > coordinates[f].z = rz; > >} > > } > > > > PointArray point = new PointArray(bvol, > > PointArray.COORDINATES); > > point.setCoordinates(0, coordinates); > > > > return point; > > > > } // end of method SphereGeometry in class Bone > > > > When i compile, it doesn't show any problem but when > > i run, i show me this errors I really hope that > > anyone out that can help me with this problem > > thanks > > > > java.lang.NullPointerException > > at > > > javax.media.j3d.GeometryArrayRetained.setCoordinates > > at > > > javax.media.j3d.GeometryArray.setCoordinates > > at > > FinalProject$Bone.sphereGeometry > > at > > FinalProject$Bone. > > at > > FinalProject.createSceneGraph > > at > > FinalProject. > > at java.lang.Class.newInstance0 > Method> > > at > > java.lang.Class.newInstance > > at > > > sun.applet.AppletPanel.createApplet > > at > > > sun.applet.AppletPanel.runLoader > > at sun.applet.AppletPanel.run > Code> > > at java.lang.Thread.run > > > > Andy > > > > > __ > Do You Yahoo!? > Yahoo! Shopping - Thousands of Stores. Millions of Products. > http://shopping.yahoo.com/ > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D]
Where do i get the java debugging tools cause i am still quite fresh with java.. Andy - Original Message - From: John D <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, December 24, 2000 9:33 PM Subject: Re: [JAVA3D] > At a glance, it does not look like you have > instantiated each coordinates value in your for loop; > you only instantiated the array itself. Come to think > of it, you could not possibly be even entering the for > loop or you would get a null-pointer exception when > you try to set the x and y...bvol must be equal to > zero. You really try try some of the java debugging > tools, they probably would made this clear very > quickly. > > --- Andy Tay <[EMAIL PROTECTED]> wrote: > > This is a part of my source code for my project... > > It is giving me alot of problem and i still couldn't > > figure how to correct it.. Can any one help me.. It > > is quite urgent cause my deadline is coming soon... > > > > private Geometry sphereGeometry() { > > > > int f; > > > > int r = 50; > > int xc = 100; > > int yc = 100; > > int zc = 100; > > int v; > > int bvol; > > float rx, ry, rz, spanx, spany, spanz, randx, > > randy, randz; > > > > bvol = > > ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); > > > > v = bvol*(60/100); > > > > Point3f[] coordinates; > > > > coordinates = new Point3f[bvol]; > > > > for(f = 0; f < v; f++){ > >randx = 0.0f + (float) (Math.random() * 1.0f); > >randy = 0.0f + (float) (Math.random() * 1.0f); > >randz = 0.0f + (float) (Math.random() * 1.0f); > > > >spanx = (xc+r)-(xc-r); > >spany = (yc+r)-(yc-r); > >spanz = (zc+r)-(zc-r); > > > >rx = (randx*spanx)+(xc-r); > >ry = (randy*spany)+(yc-r); > >rz = (randz*spanz)+(zc-r); > > > >if > > > (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) > > <= r) { > > coordinates[f].x = rx; > > coordinates[f].y = ry; > > coordinates[f].z = rz; > >} > > } > > > > PointArray point = new PointArray(bvol, > > PointArray.COORDINATES); > > point.setCoordinates(0, coordinates); > > > > return point; > > > > } // end of method SphereGeometry in class Bone > > > > When i compile, it doesn't show any problem but when > > i run, i show me this errors I really hope that > > anyone out that can help me with this problem > > thanks > > > > java.lang.NullPointerException > > at > > > javax.media.j3d.GeometryArrayRetained.setCoordinates > > at > > > javax.media.j3d.GeometryArray.setCoordinates > > at > > FinalProject$Bone.sphereGeometry > > at > > FinalProject$Bone. > > at > > FinalProject.createSceneGraph > > at > > FinalProject. > > at java.lang.Class.newInstance0 > Method> > > at > > java.lang.Class.newInstance > > at > > > sun.applet.AppletPanel.createApplet > > at > > > sun.applet.AppletPanel.runLoader > > at sun.applet.AppletPanel.run > Code> > > at java.lang.Thread.run > > > > Andy > > > > > __ > Do You Yahoo!? > Yahoo! Shopping - Thousands of Stores. Millions of Products. > http://shopping.yahoo.com/ > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Rotating Objects about a point
Hi I've now managed to get a couple of objects grouped correctly, scaled and rotating in unison (Thanks Fred Klingener for your help.. I did have trouble link Transform groups btu now I know th order in which to do this all is fine) but how do I rotate this group around a set axis. ie. I have something like this universe locale |-BG1 |-TGc |- view ("camera") |-TG1 |-TG2 |-Cube1 |-TG3 |-Cube2 If I rotate the group of objects using TG1 then they always rotate around the global axis (0,0,0). How do I get them to rotate around another piont somewhere else in the universe (ie 2,0,4 for instance). Is there any easy way to achieve this or do I need to do any of the following. 1: Move the group to 0,0,0, rotate them and then move them back to where they were or 2: Move the camera instead and "fudge" the view so they look like they are rotating around a different point. (maybe easier but I don't know how to do this or even if this is possible) Thanks again for all your help everyone.. At least I'm getting there and can see the light at the end of the tunnel. Cheers Andy Knight Software Engineer Syngenta === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D]
This is a copy of my program and my intention is to create a sphere using points but when generate, i get all sorts of points all over the place.. It does not seems to look like a sphere at all.. I hope that anyone out there can help me.. I guess the generating of points lies on the sphereGeometry() section.. Thanks.. import java.applet.Applet;import java.awt.BorderLayout;import java.awt.Frame;import java.awt.event.*;import com.sun.j3d.utils.applet.MainFrame;import com.sun.j3d.utils.universe.*;import javax.media.j3d.*;import javax.vecmath.*; public class FinalProject extends Applet { / // // create scene graph branch group // public class Bone extends Shape3D{ // // create Shape3D with geometry and appearance // the geometry is created in method sphereGeometry // the appearance is created in method sphereAppearance // public Bone() { this.setGeometry(sphereGeometry()); this.setAppearance(sphereAppearance()); } private Geometry sphereGeometry() { int r = 2; int xc = 4; int yc = 6; int zc = 4; int v; int bvol; float rx, ry, rz, spanx, spany, spanz, randx, randy, randz; bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); v = ((bvol*80)/100); Point3f[] coordinates; coordinates = new Point3f[v]; for (int i=0; i { coordinates[i] = new Point3f (); //} //for(int f=0; f randx = 0.0f + (float) (Math.random() * 1.0f); randy = 0.0f + (float) (Math.random() * 1.0f); randz = 0.0f + (float) (Math.random() * 1.0f); spanx = (xc+r)-(xc); spany = (yc+r)-(yc); spanz = (zc+r)-(zc); rx = (randx*spanx); ry = (randy*spany); rz = (randz*spanz); //+(zc-r); //if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) {coordinates[i].x = rx;coordinates[i].y = ry;coordinates[i].z = rz; //} } PointArray point = new PointArray(v, PointArray.COORDINATES); point.setCoordinates(0, coordinates); return point; } // end of method SphereGeometry in class Bone // // create Sphere geometry // private Appearance sphereAppearance () { Appearance appearance = new Appearance(); PolygonAttributes polyAttrib = new PolygonAttributes(); polyAttrib.setPolygonMode(PolygonAttributes.POLYGON_POINT); appearance.setPolygonAttributes(polyAttrib); return appearance; } // end of method sphereAppearance of class Bone } // end of class Bone / // // create scene graph branch group // public BranchGroup createSceneGraph() { 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 objSpin = new TransformGroup(); objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objSpin); objSpin.addChild(new Bone()); // 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, 4000); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; } // end of CreateSceneGraph method of FinalProject // Create a simple scene and attach it to the virtual universe public FinalProject() { setLayout(new BorderLayout()); Canvas3D canvas3D = new Canvas3D(null); add("Center", canvas3D); BranchGroup scene = createSceneGraph(); // SimpleUniverse is a Convenience Utility class SimpleUniverse simpleU = new SimpleUniverse(canvas3D); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. simpleU.getViewingPlatform().setNominalViewingTransform(); simpleU.addBranchGraph(scene); } // end of FinalProject constructor // The following allows this to be run as an application // as well as an applet public static void main(String[] args) { Frame frame = new MainFrame(new FinalProject(), 256, 256); } // end of main method of FinalProject } // end of class FinalProject
[JAVA3D]
This is a copy of my program and my intention is to create a sphere using points but when generate, i get all sorts of points all over the place.. It does not seems to look like a sphere at all.. I hope that anyone out there can help me.. I guess the generating of points lies on the sphereGeometry() section.. Thanks.. import java.applet.Applet;import java.awt.BorderLayout;import java.awt.Frame;import java.awt.event.*;import com.sun.j3d.utils.applet.MainFrame;import com.sun.j3d.utils.universe.*;import javax.media.j3d.*;import javax.vecmath.*; public class FinalProject extends Applet { / // // create scene graph branch group // public class Bone extends Shape3D{ // // create Shape3D with geometry and appearance // the geometry is created in method sphereGeometry // the appearance is created in method sphereAppearance // public Bone() { this.setGeometry(sphereGeometry()); this.setAppearance(sphereAppearance()); } private Geometry sphereGeometry() { int r = 2; int xc = 4; int yc = 6; int zc = 4; int v; int bvol; float rx, ry, rz, spanx, spany, spanz, randx, randy, randz; bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); v = ((bvol*80)/100); Point3f[] coordinates; coordinates = new Point3f[v]; for (int i=0; i { coordinates[i] = new Point3f (); //} //for(int f=0; f randx = 0.0f + (float) (Math.random() * 1.0f); randy = 0.0f + (float) (Math.random() * 1.0f); randz = 0.0f + (float) (Math.random() * 1.0f); spanx = (xc+r)-(xc); spany = (yc+r)-(yc); spanz = (zc+r)-(zc); rx = (randx*spanx); ry = (randy*spany); rz = (randz*spanz); //+(zc-r); //if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= r) {coordinates[i].x = rx;coordinates[i].y = ry;coordinates[i].z = rz; //} } PointArray point = new PointArray(v, PointArray.COORDINATES); point.setCoordinates(0, coordinates); return point; } // end of method SphereGeometry in class Bone // // create Sphere geometry // private Appearance sphereAppearance () { Appearance appearance = new Appearance(); PolygonAttributes polyAttrib = new PolygonAttributes(); polyAttrib.setPolygonMode(PolygonAttributes.POLYGON_POINT); appearance.setPolygonAttributes(polyAttrib); return appearance; } // end of method sphereAppearance of class Bone } // end of class Bone / // // create scene graph branch group // public BranchGroup createSceneGraph() { 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 objSpin = new TransformGroup(); objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objRoot.addChild(objSpin); objSpin.addChild(new Bone()); // 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, 4000); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objSpin); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); rotator.setSchedulingBounds(bounds); objSpin.addChild(rotator); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; } // end of CreateSceneGraph method of FinalProject // Create a simple scene and attach it to the virtual universe public FinalProject() { setLayout(new BorderLayout()); Canvas3D canvas3D = new Canvas3D(null); add("Center", canvas3D); BranchGroup scene = createSceneGraph(); // SimpleUniverse is a Convenience Utility class SimpleUniverse simpleU = new SimpleUniverse(canvas3D); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. simpleU.getViewingPlatform().setNominalViewingTransform(); simpleU.addBranchGraph(scene); } // end of FinalProject constructor // The following allows this to be run as an application // as well as an applet public static void main(String[] args) { Frame frame = new MainFrame(new FinalProject(), 256, 256); } // end of main method of FinalProject } // end of class FinalProject
[JAVA3D]
I try to set my MainFrame to be 400, 400 and even 500, 500.. But when i run the program.. It always give me a standard size which I couldn't change it. Andy public void init() { setLayout(new BorderLayout()); Canvas3D canvas3D = new Canvas3D(null); add("Center", canvas3D); BranchGroup scene = createSceneGraph(); // SimpleUniverse is a Convenience Utility class SimpleUniverse simpleU = new SimpleUniverse(canvas3D); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. simpleU.getViewingPlatform().setNominalViewingTransform(); simpleU.addBranchGraph(scene); } // end of FinalProject constructor // The following allows this to be run as an application // as well as an applet public static void main(String[] args) { //Frame frame = new MainFrame(new FinalProject(), 400, 400); } // end of main method of FinalProject
[JAVA3D]
Does anyone knows how to set all my int values to float.. Cos i try to change my int v; to float but they show me an error that say Incompatible type for new. Explicit cast needed to convert float to int. coordinates = new Point3f[v]; Andy private Geometry sphereGeometry() { int r = 1; int xc = 0; int yc = 0; int zc = 0; int v; int bvol; float rx, ry, rz, spanx, spany, spanz, randx, randy, randz; bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); v = (bvol*200); Point3f[] coordinates; coordinates = new Point3f[v]; spanx = (xc+r)-(xc-r); spany = (yc+r)-(yc-r); spanz = (zc+r)-(zc-r); for (int i=0; i { coordinates[i] = new Point3f (); //} //for(int f=0; f randx = (xc-r) + (float) (Math.random() * spanx); randy = (yc-r) + (float) (Math.random() * spany); randz = (zc-r) + (float) (Math.random() * spanz); rx = (randx*spanx)+(xc-r); ry = (randy*spany)+(yc-r); rz = (randz*spanz)+(zc-r); if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= ((r)*(r))) {coordinates[i].x = rx;coordinates[i].y = ry;coordinates[i].z = rz; } } PointArray point = new PointArray(v, PointArray.COORDINATES); point.setCoordinates(0, coordinates); return point; } // end of method SphereGeometry in class Bone
Re: [JAVA3D] Andy's int to float problem
Hi Josh, Thanks for your help but.. i would like to put 0.3 into r and when i run it, it shows me that r must be a double and not a float. When i change the float r to double r. The rest of my program shows me alot of errors with the double r. Are there any way that i can set my r to read a decimal value without affecting the rest of the program. Thanks Andy - Original Message - From: Josh Richmond <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, January 17, 2001 9:19 PM Subject: Re: [JAVA3D] Andy's int to float problem > Hi Andy, > > If all you want to do is make r, xc, yc, and zc into floats, but keep v as an int (which you need to do for your array declaration), just cast the calculation of v to an int: > > float r, xc, yc, zc, bvol; > int v; > > bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); > v = (int) (bvol*200); > > Point3f[] coordinates; > coordinates = new Point3f[v]; > > josh > > >>> [EMAIL PROTECTED] 01/17/01 03:53PM >>> > Does anyone knows how to set all my int values to float.. Cos i try to change my int v; to float but they show me an error that say > > Incompatible type for new. Explicit cast needed to convert float to int. > coordinates = new Point3f[v]; > > Andy > > private Geometry sphereGeometry() { > > int r = 1; > int xc = 0; > int yc = 0; > int zc = 0; > int v; > int bvol; > float rx, ry, rz, spanx, spany, spanz, randx, randy, randz; > > bvol = ((xc+r)-(xc-r))*((yc+r)-(yc-r))*((zc+r)-(zc-r)); > > v = (bvol*200); > > Point3f[] coordinates; > > coordinates = new Point3f[v]; > > spanx = (xc+r)-(xc-r); > spany = (yc+r)-(yc-r); > spanz = (zc+r)-(zc-r); > > > > for (int i=0; i { > coordinates[i] = new Point3f (); > //} > > //for(int f=0; frandx = (xc-r) + (float) (Math.random() * spanx); >randy = (yc-r) + (float) (Math.random() * spany); >randz = (zc-r) + (float) (Math.random() * spanz); > >rx = (randx*spanx)+(xc-r); >ry = (randy*spany)+(yc-r); >rz = (randz*spanz)+(zc-r); > >if (((rx-xc)*(rx-xc))+((ry-yc)*(ry-yc))+((rz-zc)*(rz-zc)) <= ((r)*(r))) >{ > coordinates[i].x = rx; > coordinates[i].y = ry; > coordinates[i].z = rz; >} > } > > PointArray point = new PointArray(v, PointArray.COORDINATES); > point.setCoordinates(0, coordinates); > > return point; > > } // end of method SphereGeometry in class Bone > > === > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Using a toolbar to control mouse behaviours..
Hi.. Forgve me if this is a simple question but I'm really struggling to even work how I go about this.. What I would like to do is setup a toolbar on my JFrame and have buttons for specifying what the mouse will do when interacting with my 3D scene. eg a button to pick, a button to rotate, zoom etc.. So that the user clicks, say the zoom button, and when the click and drag on the 3D scene the scene zooms. If the click the rotate buton then when they click and drag on the 3D scene then it rotates.. you get the idea. Writing the mouse behavours themselves is not a problem (ie transforms to zoom) but what I'm having great difficulty in is getting the interaction between by toolbar buttons and the mosue behavours. ie. allowing/passing the toolbar button states to the the 3D mouse behaviours. How on earth do I do this ? Could someone please explain how I do this in easy steps/layman terms as I'm fairly new to Java but understand the basic principles (3D stuff is not a problem as I know about object manipulations etc) its just how I go about the linking of toolbar button to mouse behaviour control. Thanks in advance Andy Knight Software Engineer Syngenta === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Picking Problems
I have created a scene with some rectangular cubes (ie long tall ones) However picking any of these is so inacurate that it's almost a complete waste of time. I'm crrently picking by bounds using.. pickCanvas.setMode(PickTool.BOUNDS); pickCanvas.setShapeLocation(i, j); pickCanvas.setTolerance(0.05f); PickResult pickresult = pickCanvas.pickClosest(); in the listener. but no matter what i do the picking is inprecise. I've tried all of the following : 1: Turned off the setBoundsAutoCompute and tried to setup my own bounds dfor the object. eg. Create the object. Create a bounds object Set the objects bounds to the bounds object Added the object to the transform (used for rotating) etc.. But it's still very, very messy. I've tried with both a bounding sphere and a boundingbox. The bounding sphere seemed to apply some bounding area but was just as inaccurate as before. I tried and tried but couldn't get the bounding box to work. If I setup the boundingBox eg. myBox.setBounds(new BoundingBox( new Point3d(1,1,1), new Point3d(-1,-1,-1))); and then add the Shape3D (myBox) to the transform above it as before then unless I have setBoundsAutoCompute on then everything dissappears. As a last resort I tried picking by geometry but that was even more of a nightmare. I set up all the correct capabilities (or so I thought) but when i run it I get.. Exception occurred during Behavior execution: javax.media.j3d.CapabilityNotSetException: Shape3D: no capability to allow intersect at javax.media.j3d.Shape3D.intersect(Shape3D.java:434) at com.sun.j3d.utils.picking.PickTool.pickGeomAllSorted(PickTool.java:672 ) at com.sun.j3d.utils.picking.PickTool.pickGeomClosest(PickTool.java:736) at com.sun.j3d.utils.picking.PickTool.pickClosest(PickTool.java:512) at KCNG_3DVis.KCNG_3DVisPickBehaviour.updateScene(KCNG_3DVisPickBehaviour.java: 66) at com.sun.j3d.utils.picking.behaviors.PickMouseBehavior.processStimulus(PickMo useBehavior.java:153) at javax.media.j3d.BehaviorScheduler.doWork(BehaviorScheduler.java:167) at javax.media.j3d.J3dThread.run(J3dThread.java:256) even though I don't seem to have an option on a Shape3D to turn this on (ie setCapability(Shape3D.ALLOW_INTERSECT)). This option is available for the Shape3Ds geometry but setting that still produced the same error. So.. What is the answer.. I'm throughly confused and all out of options. All I would like to do is simply pick an object in my scene and return the userdata associated with it. Any comments or suggestions (no matter how simple or longwinded they are) would be welcome because all this pull out of hair is making me bold. Thanks in advance for your help Andy Knight Software Engineer Syngenta === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] performance comparisons?
Are there any available performance comparisons of Java3D versus OpenGL wrappers like Magician or GL4Java? I am interested in seeing the speed of similar performance-intensive tasks using these different APIs. If not, are there performance test programs written for Java3D which maybe can be adapted to these OpenGL wrappers? thx === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Still can't get picking together...
Hi.. Sorry to go on.. but this is really getting beyond me. I'm trying to setup a pick by geometry on a shape3D but no matter what I do I just can't seem to get it to work. I've messed with picktools, pick canvases and all other forms of pick objects but I really have no idea about how to put them together. I know what to do to create the scene, transforms and shapes etc.. but I really am lost whn it comes to where to set the right capabilities or how and where to setup the pick canvas/tool etc.. to do this I have read the documentation but that doesn't tell me how to put all this together. (I eventually wish to overide the default picking routines but that will come much later). I would be forever grateful if someone could supply me with either a "Java Recipie" or some sample code (eg: just picking a cube (as a shape3d) based on geometry) Alternatively some code or examples using pick bounds specified by a bounding box would also be useful, as I can't get this to work either (Either the whole scene disappears or it's totally inaccurate) Thanks everyone for your help.. (I know it's a lot to ask) Hopefully one day I will get to grips with this.. Thanks from a newbie.. Andy Knight Software Engineer Syngenta === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Request for information - serializing classes
Andrew, I have recently subscribed to the list as I am hoping to produce an editor for J3D for the final year project of my Visualisation degree. I have been reading with interest the current debate regarding the pluses and minuses of J3D and in particular your comments about the serialization of classes to store scene graphs: >I'm in danger of digressing here, so I'll return to the original point: >serialization is Java's ace-in-the-hole. Serialization of Java3D objects >is easy to implement (we build everything in 3DSMax but once tweaked in >our J3D editor we serialize it out, be it a humble lonely sphere or a >large scene graph). Java3D does not directly support serialization >however so you have to do it through the back door, and by using >placeholder classes instead of extending Java3D classes. This is a big >weakness in my opinion, and one which I hope will be addressed in a >future release. At present (perhaps naively) this is the area of developing the editor which I foresee causing me most difficulty, although this may say more about my knowledge of serializing Java classes than the ease of the rest of the development work. Any insight you can give me into how you have used your placeholder classes, or pointers to places to read up about the topic would be greatly appreciated. Thank you Andy Wilkinson === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] At my wits' end
Tim, >>Clue: Viper v770 32M video card I know several people who have had problems with memory leaks in a number of 3D applications using a Viper video card. The problem appears to be connected with Diamond's drivers for the card as they have all solved the problem by downloading the latest drivers for the TNT chip from www.nvidia.com. You'll lose all the controls which the Diamond's drivers provide such as the performance gauge etc but it'll hopefully get your app working without problems. Hope this helps, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Zooming using a parallel view
I have a view which uses a parallel projection looking into a J3D world. The view can either be oriented to be a left, top, or front view into the world. I want to allow the user to zoom the view in and out - essentially allowing them to see more or less of the world - without changing the actual size of the Canvas3D used by the view. I've tried translating the view platform towards/away from the centre of the scene but this has no affect on the amount of the scene which can be seen - as you'd expect using a parallel projection (I think). I've also experimented with adjusting the view's screen scale using the setScreenScale(double scale) method. Although this does zoom in and out in a sense, it isn't exactly what I'm looking for. I've achieved the effect I am looking for in the perspective view by adjusting the view platform's distance away from the centre of the scene. Any ideas of how to reproduce this effect in a view with a parallel projection would be much appreciated. Cheers Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
Re: [JAVA3D] Zooming using a parallel view
> try lookAt() of TransformGroup of the view. > all you need is to increase the distance > between the eyepoint and the target point. > > -hai I have already tried modifying the transform group to translate the view point towards/away from the centre of the scene, as this is how I have implemented the zoom functionality in a perspective view. However, as far as I can tell this technique doesn't work with parallel projection. Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Lighting and Apperance queries
Hi, I've got a couple of quick queries: In the Windows implementation of Java3D that maps to OpenGL are you restricted to only having eight working lights in the scene as you are in OpenGL? If this is the case, what if any, is the limit in the DirectX implementation? Also, I have an app with up to four seperate views into the same scenegraph as in many modelling packages. Is it possible to force some of the views to render in wireframe and some solid regardless of the objects' appearances? I don't think that changing the Appearance of the objects is an option as this would force all four views to appear the same. Thanks, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Customising Canvas3D
Folks, I am trying to write a customised Canvas3D so that no matter what the given appearance of an object drawn in that canvas it will always be rendered in wireframe. I'm displaying multiple views of the object so actually changing the object's appearance directly isn't an option. To do this I'd considered customising Canvas3D to return an extension of GraphicsContext3D, ConstrainedGraphicsContext3D, when its getGraphicsContext3D() method is invoked. The ConstrainedGraphicsContext3D class would then modfiy any appearances passed to its setAppearance methods so that the polygon attributes ensured the object was rendered in wireframe (I'm assuming that the Canvas3D and GraphicsContext3D works in a similar way to the Canvas and Graphics AWT classes). Unfortunately this hasn't proved possible as the GraphicsContext3D class does not have any public constructors (I assume they have package scope). As far as I know the source for the Canvas3D and GraphicsContext3D classes is not available. Without it I'm pretty much stabbing around in the dark trying to guess what the class does at construction. Any ideas how to overcome this problem, or suggestions for a completely different line of attack would be greatly appreciated. Thanks Andy Wilkindon === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Customising Canvas3D - part 2
Folks, Sorry, but i should have read the JavaDoc more carefully - the getGraphicsContext3D() method on Canvas3D is final so my original plan definitely won't work as far as I can tell. I'd still be very greatful for any suggestions of how else it might be achieved. One thought that occurs to me is that it was mentioned on this list that Java3D 1.2 would see a lot of the final methods being made non-final, can anyone tell me if this is the case with the current beta/alpha release and if it involves the methods I am interested in. Thanks again, Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] Canvas3D repaint() flickering
I'm using immediate mode rendering to draw my scene. When certain events occur I want to force the Canvas3D displaying the scene to redraw. To do this I'm using a call to repaint(). Unfortunately, this causes the canvas to flicker as it appears to clear to white and then redraw the scene. Any suggestions for an alternative flicker-free method would be much appreciated. Thanks Andy === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D]
__ Get Your Private, Free Email at http://www.hotmail.com === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
[JAVA3D] VRML97 Loader Can not read some VRML files
I intsall VRML97 Loader (The Java3Dtm and VRML Working group). However, I can not read VRML file generated by I-DEAS or Pro/E (Both are famous Mechnical CAD software). For the samples come with VRML97Loader, there is no problme. Can anybody help me? Andy __ Get Your Private, Free Email at http://www.hotmail.com === To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".