> At 18:28 15.08.00 , you wrote:
> >I had already made the upper arm segment and lower arm segment as
separate
> >classes.
> >However I derived them from BranchGroup.
>
> If you'll be needing several of these arms, then making them into classes
> may be
> a good way to go. It's also possible to cr
Silvere,
At 18:39 15.08.00 , you wrote:
>To Java3D development team:
>
>Please implement Serialization of J3d scene Graph
>
>Thanxs.
>
>PS: May I vote twice ?
J3D scene graphs aren't Serializable at the moment???
Ack! I had been planning to ship scene graphs over an IP connection to
multiple cl
At 18:28 15.08.00 , you wrote:
>I had already made the upper arm segment and lower arm segment as separate
>classes.
>However I derived them from BranchGroup.
If you'll be needing several of these arms, then making them into classes
may be
a good way to go. It's also possible to create graphical
try this
in your polygonAttributes for your geometry call SetBackFaceNormalFlip..
i think that should solve it
Ben Arbel
Comsoft Technologies, Inc.
[EMAIL PROTECTED]
- Original Message -
From: "Yan Laporte" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 15, 2000 12:37
We've implemented such a surface plot in a general-utility library, except that
the triangularization is slightly different, and the triangles are not smoothed
into finer meshes to create an appearance of smoother surfaces. Includes axes
(lines or boxes) with automatic tick marks and labels, light
Hi !
> I try to change the sign of the x coordinates on the normal vector
> as well (something that made sense to me) and it seems to be working only
> partialy.
You have to change the sign of all coordinates of the normal vector (or multiply the
vector by -1).
Niklas
==
Hello everyone...
I was wondering if anyone has found a way to flip an object using J3D...
The geometry is just a triangle array that I create from a indexed trinagle
set from a VRML file (home made loader), I read the normals from ths file as
well... I would like to just flip that object over
> You might want to make the arm as seperate transform groups.
Under
> each transform group you would have one or more Shape3D's which define
that
> arm segment. I would probably define a new set of classes to handle the
> special transforms needed by the arm segments, possibly derived fr
Dave (and everybody),
If your model file has to include animations, I'm not sure that all the
formats out there support it. 3DS does. Does .obj? Multigen has
movement constraints I think. VRML I have no idea...
It would be nice to see a table that addresses these items for each
format:
geome
Hi,
Thoughts on what may be in 1.3:
- Constrain object to a specified view
- Advanced texture mapping
- Texture3D by reference
- Add ogl-style color selector
- Background changes
- Serialized J3D scene graph
- Ability to offset raster in screen coordinates to other point
- Aud
I had already made the upper arm segment and lower arm segment as separate
classes.
However I derived them from BranchGroup.
How do I implement Picking?
Is there any example?
- Original Message -
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 15
I had already made the upper arm segment and lower arm segment as separate
classes.
However I derived them from BranchGroup.
How do I implement Picking?
Is there any example?
- Original Message -
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 1
Basically I am putting together the beginnings of a fairly large open source
project which will require the efforts of contributing modelers. I think it
is important to seperate the modeling work from the programming work. That
being said, project specific conventions regarding HOW objects need
Dave,
John and I have talked about this a bit... the 3DS loader I have
supports the basics (geometry, texturing, lights, object grouping, pivot
points) and just recently animations (though the export of animations to
3DS format from MAX is a bit tricky to begin with). John's I believe
handles mul
Dave,
What is your definition of "fully" functional. I believe Lee Dixon has
written a fairly decent one (not released). And I've written one (also
not released). I feel mine is superior to what is out there already but
I don't consider it production ready yet either. Perhaps we should form
a
Hi Matti,
I didn't see an answer on the mailing list - did you get it working?
Is it as simple as setting cull to none? After all, you're viewing the back
of your object now.
Mike
-Original Message-
From: Matti Hietajarvi [mailto:[EMAIL PROTECTED]]
Sent: Monday, August 14, 200
Before I go and write one, is there anyone who knows of a FULLY functional
loader? The ones I have found so far are not complete.
Dave Yazel
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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You might want to make the arm as seperate transform groups. Under
each transform group you would have one or more Shape3D's which define that
arm segment. I would probably define a new set of classes to handle the
special transforms needed by the arm segments, possibly derived from
Tran
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