Thanks very much for the reply.
One thing though:
I am using setNormalRefFloat(), so in this example I have to create
float[] locations = new float[24];
float[] normals = new float[24]; //not 18, because its by ref.
so I waste the space for 6 floats (4 bytes each) for 24 bytes.
Since I am doi
Each "vertex" has a location (or coordinate), and optionally a normal,
color, and texture coordinate.
After looking at the API specs for IndexedGeometryArray, I think it
works like this (somebody at Sun feel free to chime in):
Vector3d[] locations = new Vector3d[8] { ... 8 locations ... };
Vect
Shawn, Kenneth:
Currently, there is a semantics problem with validVertexCount and strips. While
validVertexCount is modifiable after the scene graph is live, stripVertexCounts
can be specified only at strip creation.
In the case of strips, the sum total of stripVertexCounts specified at the time
Markus,
3dfx released version 1.05 of the Voodoo 3 drivers on July 4th but I
haven't had a chance to try them yet to see if they would fix the
problem. When I spoke with 3dfx in February(?) they indicated they were
aware of the problem and that it would be fixed eventually. As of
version 1.04 o
Hi,
this is a little difficult to explain. I hope there is someone listening
to me, because I have no idea what is causing this phenomenon.
I build up a shape with the help of GeometryInfo. It is a Ploygon and
returned is an GeometryArray.
After that I want to pick that Shape3D, which uses this
A further question:
A "Vertex" is a combination of coordinate, normal, etc. right? If you have
an IndexedGeometryArray, why does the number of normals need to equal the
number of coordinates? The number of indices for each does need to be the
same for each, though.
Can you explain this to me f
The reason for the number of normals equalling the number of coordinates
is that Java3D does per-vertex shading. This allows for smooth shading
of curved surfaces, but yes it is a little wasteful for objects like
cubes.
-Lee
-Original Message-
From: Adam Tegen [mailto:[EMAIL PROTECTED]]
It is true that there is a mistake in the code sipnet I posted.
However, with the correct code
shape.setBounds( new BoundingBox(new Point3d(-1,-1,-1),new
Point3d(1,1,1)));
it still doesn't work.
I also tried this with a BoundingSphere first, but that through an ClassCastEx
Lee,
This is a bug j3d1.2, and was fixed in j3d1.2.1beta1.
Thanks,
Chien Yang
Java 3D Team.
> MIME-Version: 1.0
> Date: Fri, 3 Nov 2000 09:36:48 -0500
> From: "J. Lee Dixon" <[EMAIL PROTECTED]>
> Subject: [JAVA3D] RenderingAttributes.setVisible() BUG
> To: [EMAIL PROTECTE
Hello-
I'm doing some tests with Java3D and notices something:
The number of coordinates must equal the number of normals (when enabled)
etc. At least this is how it seems to be when I use commands like
IndexedTriangleArray.setNormalRefFloat(...)
While this makes sense for non-indexed geometry
Hi David,
"Jarzabek, David" wrote:
> I'm new to Java3D and the group, so if I've missed an obvious source
> for answers to this, please point me in the right direction.
welcome to this list :-)
> I didn't see an explanation in the FAQ and from the portions of the
> tutorials
> and API descript
Hi all:
I'm new to Java3D and the group, so if I've missed an obvious source
for answers to this, please point me in the right direction.
I didn't see an explanation in the FAQ and from the portions of the
tutorials
and API descriptions I've looked at so far. It looks to me that the basic
build
> The workaround that I am thinking of: sell the card. ;)
> (I hope somebody at 3dfx is listening)
I can't. I'm only a student :)
> PS: Once I resized my textures down to 256x256, the card seemed to work
> decently well.
I have only textures with 64x64 Pixel.
===
Maybe this bug has already been found, but I have an example program
that shows if you set the RenderingAttributes.setVisible(false) before
the Shape3D is viewed in the scene, later setting to be visible=true has
no effect.
The attached example program shows three rotating boxes. The middle box
Oh, I'm so sorry I've got a voodoo3 2000 myself. The problem is
that the Voodoo3 chipset does not support textures larger than 256x256.
No way to get around that. I wish this card would disappear from the
face of the earth. I don't like thinking that for my application to run
on all the pop
Fred Klingener wrote:
> - Original Message -
> From: Crossley, Allistair (A.)
> To: [EMAIL PROTECTED]
> Sent: Wednesday, August 30, 2000 5:52 AM
>
> > ...
> > Thing is, I never see any of you write exactly what it is you are doing. I
> don't know about anyone else > but I would be quite i
John,
yes I have an Voodoo3 2000 card. Do you know a
solution or a workaround for the driver problem?
- Original Message -
From: "John Wright" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 02, 2000 4:56 PM
Subject: Re: [JAVA3D] Textures
> Markus,
>
> What video
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