sorry,
can't agree with that:
compiling with jdk 1.3 beta -> flickering animations
java3d alpha 1 and jdk 1.2.2 / jdk 1.3 beta -> desktop gets frozen (winNT4 &
Viper550) and picking results in a NPE.
IMHO the most stable combination is still java3d 1.1.2 & jdk 1.2.2
Gernot
[EMAIL PROTECTED]
htt
Hi,
Have anyone tried to implement collision detection behavior on a point by
point basis. For example, a set of coordinates are stored in a text file and
use to translation and rotate an object in space. And collision detection is
applied to detection whether collision occur at each coordinates.
Hi..
I used to program in Java, but I'm really blind in
Java 3D.
I have to make a rotating globe with images in it.
Images consist of continents, and sure it must be changed in every
rotation.
How to combine those images with the 3D
sphere?
O yes, each image is like an image map. Several
Hurrah!
I will look forward to testing that out myself. I'm gearing up to wipe my
system and reinstall 1.2. I will take great joy in replacing the lengthy
Tornado Labs Java 3D installation instructions with the simple words:
"Install 1.2"
Sincerely,
Daniel Selman
-Original Message-
Fr
Enough bugs have been fixed that if you now go download & install the
most recent Java 2 JRE & plugin, taking all the defaults, and you then go
download and install the most recent OpenGL J3d, taking all the defaults,
you can run J3D applets and they work! Belated applause to the J3d guys.
-Tim
Hi Andrew,
The current KeyNavigator implementation is similar to Billboard
and DistanceLOD in that it uses WakeupOnElapsedFrames(0). This
means that it will trigger, even though it should be idle. This
is most likey why your CPU usage is so high. The only workaround
would be to copy the KeyNav
Hi All!
My project is currently investigating Java3D, and one of the functionalities
we would need is tooltips for Canvas3D. Since Tooltips only exist in
JComponent, which Canvas3D does not derive from, I'm not sure how to get a
nice tooltip for an arbitrary position inside the Canvas3D. I've t
Hi Sunny,
There are no new collision API's in 1.2 alpha1. The implementation is
completely new, but the API is the same. If you think you found a bug,
please submit the test case to [EMAIL PROTECTED]
Thanks,
Doug Twilleager
Java 3D Team
> MIME-Version: 1.0
> Subject: Re: [JAVA3D] Type of co
Hi Victor,
This is bug in 1.1.2. To get the correct bounds in 1.1.2, you need to
make the subgraph live before getting the bounds. This is fixed in
1.2 alpha1.
Doug Twilleager
Java 3D Team
> X-Originating-IP: [134.132.73.158]
> Mime-Version: 1.0
> Subject: [JAVA3D] Getting the bounding exten
I have found a similar behaviour (1.1.2 NT version)
Olivier
-Original Message-
From: Decker, Scott D <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Tuesday, October 19, 1999 7:06 AM
Subject: [JAVA3D] Window Resize bug possibly?
>Hey All
>I have noticed some things he
Hey All
I have noticed some things here with the HelloUniverse example
and some of the other examples(I did not test them all)
but the default window resize policy is PHYSICAL_WORLD
meaning that, if I resize my window, then the viewport will expand
to fit within that newly resized window
What I
>> Hi - I believe they are documented, not in the API book but in the JavaDocs.
>> Just open the API docs you installed with Java3D and look for the class
>> 'Primitive'.
>
> nope, not in the docs I installed with the java3d package
The utilities documentation is available as part of the implemen
download the docs from here:
http://java.sun.com/products/java-media/3D/download.html
they should include all the util docs.
ron
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Casteel, Don
> Sent: Monday, October 18, 1999 2:49 PM
> T
nope, not in the docs I installed with the java3d package
-Original Message-
From: Gary L. Graf [mailto:[EMAIL PROTECTED]]
Sent: Monday, October 18, 1999 1:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] primitive documentation?
Hi - I believe they are documented, not in the API book
Hi - I believe they are documented, not in the API book but in the JavaDocs.
Just open the API docs you installed with Java3D and look for the class
'Primative'.
"Casteel, Don" wrote:
> Can anyone tell me why primitive shapes are not documented in the main
> Java3d API?
>
> I realize they are in
Can anyone tell me why primitive shapes are not documented in the main
Java3d API?
I realize they are in the com.sun.j3d.utils package, but why? It would seem
that they should be part of the main API? It seems that especially for
beginners (like me) these objects would be used often, and documen
At 10:54 AM 10/18/99 -0500, Andrew R. Thomas-Cramer wrote:
Thanks for the response! By thrashing, I mean the application is using near 100% of
CPU time, only when KeyNavigator is used.
Well, I subclassed KeyNavBehavior so I could do some stuff in the
processStimulus method to provide
Thanks for the response!
By thrashing, I mean the application is using near 100% of CPU
time, only when KeyNavigator is used. I have 128M physical RAM, and am running
Java with -mx64m. The scenes I'm testing with have only several thousand
geometric primitives distributed across several Shap
hi,
a good book that deals with computer graphics in 3D, written for newbies in
3D mathematics, is
"Computer Graphics for Java Programmers" from Leen Ammeraal, published by
John Whiley & Sons.
More about that: http://home.wxs.nl/~ammeraal/
Gernot
[EMAIL PROTECTED]
http://www.janet.de
> -Ori
Hear Hear!!
I found it very useful too :)
Matthew (A different one, of course) Warren,
IBM ADSM Support, Mainz
(SCS Ltd)
>
>Thanks to Matthew!
>
>This is the best "plain english" definition I've seen. I have asked this
>question before myself and never gotten an explination that didn't hurt m
Hello,
I have written a class to rotate an object around the world x and z axes,
and accelerat/deccelerate along its Z axis, using a keyListener to get
input.
This has been quite complex for me, as I knew no vector or matrix maths, and
the resulting code for rotating the axes and the ship and th
What is more, each cell of orientation matrix is a multiple of
cosinus/sinus functions of rotation angles around each axis. Right now
i can't recall how this matrix looks exactly, but i do remember that
if rotation is made around one axis only (like rotX function does, for
instance), then the cell
Thanks to Matthew!
This is the best "plain english" definition I've seen. I have asked this
question before myself and never gotten an explination that didn't hurt my
brain.
Thanks again Matthew!
Don
-Original Message-
From: Matthew Pocock [mailto:[EMAIL PROTECTED]]
Sent: Monday, Octobe
Hi.
I am not a mathematician, so can't give a detailed account of the 16 numbers in
the transform3d, but I can talk you through how they work.
The transform looks like this:
xx xy xz tx
yx yy yz ty
zx zy zz tz
sx sy sz ss
You can see four areas of numbers. The upper left block are the
rotation
hi,
transform3D consists of a so called homogeneous 4X4 matrix, where the upper
left 3x3 matrix describes the orientation and the most right column the
translational component (x,y,z,1).
Gernot
[EMAIL PROTECTED]
http://www.janet.de
> -Original Message-
> From: Juan José Abenza Moreno [ma
Does anybody know what is the meaning of each one of the 16 coordinates in a
Transform3D?
Thanks,
Juan Jose Abenza
[EMAIL PROTECTED]
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What is the best way to have named Objects in the SceneGraph and
to query them based on their names. Does Java3D provide such
a method for the SceneGraphObjects or do I have to use
setUserData /getUserData and cycle through all the Nodes.
Thanx.
--
Rajesh Jain ([EMAIL PR
Hello,
I have a problem with the recognition of the TransformGroup.
What I do:
import of a vrml-file into java via the vrml-java3d loader.
scene.getNamedObjects() - looks like
javax.media.j3d.TransformGroup@5b53d2ec
sceneGroup.getChild(i).setUserData("TEST")
Then I do a pickRay on the Canvas an
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