Dear all,
I have the impression that most folks on the mailing list are GeForce and
ATI Rage users, however I would still venture to ask if anybody has problem
with Matrox Millennium G400. For me, the problem is as follows:
Short description of the problem:
System hangs/crashes when wind
Hello-
I partially fixed it. If you strip the geometry first, it seems to be ok?
It seemed that there were different code-paths in the utils for stripped vs
unstripped geometry. Is there maybe a bug if the geometry is un-stripped?
Adam
=
Hello-
I'm having some issues with Geometry Compression. I'm trying to use it in
some code that I have. I get some exceptions on the decompression end:
java.lang.IllegalArgumentException: GeneralizedStrip: strip ended
incompletelyat
javax.media.j3d.GeneralizedStrip.toStripsAndFans(
We are about to fill in our budget for next year's computers, and I
wanted to make sure that the machines I order have the best possible
graphics cards for Java3D use. Is there a homepage somewhere that ranks
graphics cards for use with Java3D? If not, can anyone who is having a
lot of success w
For many cases, the cached geometry scheme is a good default. Even,
in your case it works okay, as long as you know what is going on.
And, yes, if you get back a cached geometry, it will have the same
capabilities.
Doug.
>
>Thanks for the response, Doug.
>
>Sharing is fine. However, this kind
Something's not installed correctly.
First, make sure your PATH environment variable leads you to the
correct Java executable in c:\jdk1.3\bin\java. If you have
c:\winnt\system32 in your path before c:\jdk1.3\bin, it will
use the Microsoft JVM (won't work). Do 'echo %PATH% to see
you path. To
Thanks for the response, Doug.
Sharing is fine. However, this kind of
sharing is pretty much useless because
most of the time we want to set capability
after geometry creation, right?
Also, can I safely assume the cached geometry
I got has the exact capabilities as my original
setting?
Yang
-
If the referenced geometry matches a native rendereable format, it is not
copied. Think vertex arrays in OpenGL for instance. If we can match it,
we will pass it directly to the low level API. That is why we needed the
GeometryUpdater stuff.
Doug Twilleager
Sun Microsystems
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Hehe, Oh I am sorry, but this gives me the giggles. I have built a generic
shape-like object that I can perform lots of high level optimizations
against. It stores its internal numbers in indexed format for a lot of
reasons, one is memory, another is animation, another is cast and compact
disk s
The 1.2.1beta PickTool is what we use, and it has worked correctly on
everything we've tested for models coming from the OpenFLT loader as
well as generated TriangleStripGeometry.
We are using a newer internal release and the capability bits in the
released loader may be incorrect, however you sho
David,
Yes, there is a bug on multi-texturing with indexed geometry in 1.2.1 beta 1.
It's been fixed for 1.2.1 beta2.
Charmaine Lee
Java3d Engineering team
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Yes, it is guaranteed. It didn't work this way in Java 3D 1.1*, but it
has since 1.2.
Doug Twilleager
Sun Microsystems
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>Subject: [JAVA3D] setT
Yes, Java 3D currently unwinds or unIndexifies indexed geometry before it
renders it. It only does it when the geometry data actually changes. It does
this because the index format does not map well to low level API formats. We
could look at fixing this in a future release. As has been discuss
Yes, I have some people in house attempting to reproduce this in DirectX
and although we have no working demo, from the sample apps it appears
this is the way.
I personally have not worked directly with pixel shaders in DirectX or
OpenGL. What's more, I don't want to! I want to do it in Java3D.
The primitive utilities cache the Geometry references used to represent
the geometry. If a creation request can be fulfilled with existing
Geometry objects, they is used. In your case, the same Geometry references
are being used by all of your Cylinder objects. By the time your code creates
the
I believe that UT is using some of the new shading tricks from DX8 Pixel Shaders
or OpenGL 'NV_REGISTER_COMBINERS'. Since multiple textures can be combined
based on a given influence (alpha). 2 textures and an grayscale map could
render any given portion of the world. This could be procedurall
Ok I found the bug parade and located the bug you referenced. The note from
the developer is:
When the indexed triangle strip array geometry is unIndexified, the
texCoordSetMap is not passed to the createGeometryArrayData().
What I am confused about is the fact that I am using an
IndexedTriangl
Hmm I am not seeing this bug on the list. Is there more than one list? I
am looking at:
http://developer.java.sun.com/developer/earlyAccess/java3D/java3d-bugs.html
And I have verified this also happens for quads :( Did you find a work
around? It looks like it IS multi-texturing, just that it
David,
I encountered the same bug when doing terrain mesh multitexturing using
indexed triangle arrays. It is Bug 4390217. It has been identified and
corrected for 1.2.1 beta2. Check out the bug for more info.
-Pedro
- Original Message -
From: "David" <[EMAIL PROTECTED]>
To: <[EMAIL
Thanks. Earlier, I did find your thread concerning
this in the archives and that was one of the things I
was sure would solve it, but I am still having a
problem. Did this latest version solve your problem
completely?
--- Shawn Kendall <[EMAIL PROTECTED]> wrote:
> Hello,
> What version of Jav
Right, but you need to also make sure that you set the permissions of the
BranchGroup that the Shape3D is in.
BranchGroup.ALLOW_DETACH
The Parent needs BranchGroup.ALLOW_CHILDREN_EXTEND and the child needs
BranchGroup.ALLOW_DETACH.
At 07:36 AM 12/04/2000 -0600, you wrote:
>Ravi,
>
>I believe
I have re-implemented my terrain mesh as indexed triangle arrays and
everything is rendering fine with the exception of multi-texturing. I am
not ruling out a bug of mine, but I have checked all the obvious places.
The texture coords for unit state 2 are correct, the indexes for unit state
2 are
Ravi,
I believe your problem is that you are trying to remove a Shape3D
(rather than a BranchGroup) from a live scenegraph. Try putting your
Shape3D in a BranchGroup and attach and detach the BranchGroup.
- John Wright
Starfire Research
> Ravi Goel wrote:
>
> hi all,
> i'm new to java3d...&
Dear Michael and Manuel ,
I asked the manager of our Reality Room to complain to SGI. I hope we get
some feedback now.
Thanks for your info.
Giuseppe.
- Begin Forwarded Message -
Dear Support,
We are trying to implement Java 3D on our 12 processor,
2 pipe Onyx.
When w
hi all,
i'm new to java3d...& i'm
trying few examples with it...i have created a simple class with my own
behavioron the click on the INSERT button i'm adding a new Shape3D
object...& on the click of the DELETE button i'm removing the
object...
Adding is workinf fine...but when i'm r
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