I had a similar problem a while back,
try reinstalling OpenGL libs.
when J3D.dll goes to find openGL libs, if it fails to find it (or possiblly
crashes), the errors make it look like j3d.dll was not found!
I hope this helps,
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hello!
You will have to copy the files j3d.dll and j3daudio.dll to the
java/bin-directory you are using. I copied these files to every jdk- and
jre-bin directory (e.g. c:\jdk\bin, c:\jdk\jre\bin and
c:\Programme\JavaSoft\JRE\1.2\bin).
Bye, Sonja
"alessandro.pironi" wrote:
> I'm trying to inst
Hi Desiree,
There are many different algorithms for constructing a Delaunay
triangulation, some of which are better than others. I ported some
Delaunay triangulation algorithms from C to Java for use in VisAD, a
system for visualization of scientific data. These algorithms include
an N-D algori
Yes 3dfx voodoo3 2000.
The wireframe was drawn as triangles (GeometryInfo.TRIANGLE_ARRAY).
PolygonAttributes style set to POLYGON_LINE. The rest of the scene is
drawn with filled triangles, but this one set of geometry is unfilled.
If necessary, I could make a test app to narrow down the problem
Hi Joel,
Bug 4354093 is filed for the texture problem.
We should check the maximum texture width/height support
by the underlying Hardware before creating texture
surface. If input texture size is greater than
hardware can support, the surface size is
created with maximum widht/height suppor
Hi Hongkun Wang,
Thanks very much for the clarification.
Maybe now some .jar files I received will run properly.
I have been very busy with other java related activities and
was wondering what the heck was wrong.
regards,
neo
Hongkun Wang wrote:
> Hi neo,
> Sorry when I wrote to you yesterd
I do believe that 3dfx has fixed their 256x256 texture size limit with cards
after Voodoo3.
bummer on the limit I agree, it forces itself into the art pipeline and
thats always a bad thing when technology dictates to the artists.
otoh they had the fastest texture loads, probably because they had
Hi grace,
try
MyJPanel.remove(MyCanvas3d);
cheers,
adam
--- grace Wang <[EMAIL PROTECTED]> wrote:
> Hi,
> I define a JPanel to hold canvas3D, I wonder whether there is a
> remove
> approach that can remove canvas3D from JPanel.
>
>
> grace
>
"J. Lee Dixon" wrote:
> Justin, I noticed that the 3dfx section on the J3D FAQ looks a little
> old, especially with the 3dfx OpenGL driver texturing problem, the
> 256x256 limit, etc. Actually, your FAQ talks about Voodoo2. Is it time
> to have a Voodoo3/4/5 section?
Yup. Been looking at all
The 256x256 texture size limit on Voodoo cards surprises me. First, the
OpenGL driver has texture problems, now this. I had a pretty high
respect for Voodoo cards, now I'm thinking I should have gone GeForce,
but the Voodoo does have a nice price tag (got mine for $80).
Justin, I noticed that t
Hi:
I am doing a project for my class in Java3D, simulation of a network. I
have 4 objects(leaf) right now which I would like to connect to an
external server individually, I have represented them as sphere objects. I
noticed that the Behavior class has processStimulus method with trigger
cond
when parts of a triangle fall outside the viewing frustum they are clipped.
and extra verts are added at the edge of the frustum to complete the
triangle.
there is control over this behavior at the D3D level, eg you can
enable/disable clipping. its oftimes beneficial for the app itself to
perfor
Philip Taylor wrote:
>
> Voodoo1,2,3 all have a 256x256 maximum texture size limitation. in hw, by
> design.
>
> I dont know if or how this is expressed thru the J3D API to J3D API users
> for runtime discovery.
I had a long chat with Kevin Rushforth about this today. I'm not sure
what we'll see
Ignoring the Voodoo texture size limit, this discussion of texture
management is essentially correct in that it is up to the app to manage
texture memory.
When using D3D as the interface to the hardware its possible for the J3D
runtime to create "managed" textures on your behalf that then use the
=>The first problem dealt with textures. Not the same texturing problem
=>we see with the OpenGL drivers for the Voodoo3. In this case, textures
=>from one object would jump to another, and MANY more strange events.
=>After debugging, I figured out that the culprit was that I had a LARGE
=>(>4mb
Voodoo1,2,3 all have a 256x256 maximum texture size limitation. in hw, by
design.
I dont know if or how this is expressed thru the J3D API to J3D API users
for runtime discovery.
If you have the DX SDK, run the DX caps viewer tool. Check out the
capability bits for the HAL device for that card;
Justin & Lee,
Verant had/has a similar problem with Everquest on the Voodoo 3 video
cards. I believe what Justin described is essentially correct - the
board's driver doesn't completely keep track of what textures are used
and sometimes the wrong texture is applied to a piece of geometry. (this
Peter Komisar wrote:
>
> I installed the 3d api on Windows98 (running 1.3) and have the class
> not found error returning when I run samples. Everything compiles
> correctly but at runtime
> the classes Group and SceneGraphObject are not being found.
http://www.j3d.org/faq/running.html#import
I installed the 3d api on Windows98 (running 1.3) and have the class
not found error returning when I run samples. Everything compiles
correctly but at runtime
the classes Group and SceneGraphObject are not being found. I notice the
zip tools extract these files to the directories javax \ j3d \ m
Hi neo,
Sorry when I wrote to you yesterday, I do not have a PC installed with
Java3D.
So the location of DLL might be wrong, but it is not very critical, as long
as you can get them under c:\jdk1.3. (If you select installing Java3d in the
same directory with JDK1.3)
So make sure:
(1) Copy J3D.DL
"J. Lee Dixon" wrote:
>
> Well, the video board (Voodoo3 2000 to be exact) is a 16mb board. I
> would think at least 8mb is available for textures, maybe more. So it
> should definitely be able to fit a 4mb texture. I'm not all that
> concerned because I really shouldn't be using a texture that
Well, the video board (Voodoo3 2000 to be exact) is a 16mb board. I
would think at least 8mb is available for textures, maybe more. So it
should definitely be able to fit a 4mb texture. I'm not all that
concerned because I really shouldn't be using a texture that big, but I
can definitely think
"J. Lee Dixon" wrote:
> After debugging, I figured out that the culprit was that I had a LARGE
> (>4mb) texture. After replacing this texture with a much smaller one
> (256x128), texturing worked fine. Sounds to me like this board does not
> like textures probably greater than 2mb or some other
I recently tried my J3D software that runs fine on J3D 1.2 OpenGL /
WinNT / ATI Rage PRO, but had MAJOR problems on my J3D 1.2beta DirectX /
Win98 / Voodoo3 2000.
The first problem dealt with textures. Not the same texturing problem
we see with the OpenGL drivers for the Voodoo3. In this case,
I'm trying to install Java3d (OpenGL version) and run the HelloUniverse
Example.
When I run the application, i obtain a
UnsatisfiedLinkError: no J3D in java.library.path
In the faq i've found it should be because the openGL are not installed,
but I think
under win98 they should be preinstalled a
Yep,
I happens for me as well on Win2k with the DirectX beta. My
video card is an ATI Rage Pro. The opengl version renders
fine on Win2k but doesn't seem to get hardware acceleration.
Rob
John A. Tenney wrote:
> I have run the standard Java3D TickTockPicking demo on both an Win2000
> desktop w
26 matches
Mail list logo