Re: [JAVA3D] Robot Arm

2000-08-15 Thread Fred Klingener
> 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

Re: [JAVA3D] what to expect in the next versions of Java3D

2000-08-15 Thread Carl Smotricz
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

Re: [JAVA3D] Robot Arm

2000-08-15 Thread Carl Smotricz
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

Re: [JAVA3D] flipping geometry

2000-08-15 Thread Ben Arbel
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

Re: [JAVA3D] 2-dimensional matrix -> 3D-visualization, splines, coordinates, light-effects, interactive views,...

2000-08-15 Thread Andrew R. Thomas-Cramer
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

Re: [JAVA3D] flipping geometry

2000-08-15 Thread Niklas Mehner
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 ==

[JAVA3D] flipping geometry

2000-08-15 Thread Yan Laporte
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

Re: [JAVA3D] Robot Arm

2000-08-15 Thread Michael Bandy
> 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

Re: [JAVA3D] 3DS Loader

2000-08-15 Thread J. Lee Dixon
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

Re: [JAVA3D] what to expect in the next versions of Java3D

2000-08-15 Thread Silvere Martin-Michiellot
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

Re: [JAVA3D] Robot Arm

2000-08-15 Thread Siau Tan Long
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

Re: [JAVA3D] Robot Arm

2000-08-15 Thread Siau Tan Long
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

Re: [JAVA3D] 3DS Loader

2000-08-15 Thread Yazel, David J.
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

Re: [JAVA3D] 3DS Loader

2000-08-15 Thread J. Lee Dixon
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

Re: [JAVA3D] 3DS Loader

2000-08-15 Thread John Wright
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

Re: [JAVA3D] setVpcToEc() and reflection

2000-08-15 Thread Michael Bandy
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

[JAVA3D] 3DS Loader

2000-08-15 Thread Yazel, David J.
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 of the

Re: [JAVA3D] Robot Arm

2000-08-15 Thread Yazel, David J.
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