that
could be a config issue.
download the benmark sample from the nVidia developer site. if you dont
get around millions of polys/s - then your graphics hw setup isnt
correct.
-Original Message-From: Okdano
[mailto:[EMAIL PROTECTED]]Sent: Friday, November 16, 2001 5:04
PMT
Well, I want to know what is the
best hardware for running Java3D with OpenGL libraries, I got a GForce 2 MX but
it works very slow :(
Thank
you.
I'd sure like to see that code because I can't see the avenue to get to what
you're talking about.
I'd rather be working with a single 1D array of pixels and blt my data into
place.
- Original Message -
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, No
I don't have the code in front of me, but you can iterate through the
buffered image one scan line at a time and pull them into an array of ints.
I do this to manipulate textures all the time. It is much faster to
manipulate the scan lines and then plop them back into the buffered image
than it i
I suppose that there are overloaded versions of getRGB() and setRGB()
for manipulating rectangular blocks of pixels, such as:
int[] getRGB( int x, int y, int w, int h, int[] data, int offset,
int scansize )
But I have also read that getRGB() is not a very recommended way
of grabbin
I'm probably spending too much time on this because I don't know if I'll
get a speed increase or not.
I've got a texture which I need to tweak the color of. Right now, I'm
using a nested for loop to move over the data and pull each pixel with
getRGB(x,y). Is there a faster or better way to
Hello,
I have a scene graph attached to a Simple Universe. By manipulating a
camera's TransformGroup obtained through
SimpleU.getViewingPlatform().getViewPlatformTransform(), It is possible to
do a camera-based navigation through my Java 3D scene.
Now, I want to add a stationary background with
Raj Vaidya and Dardo D. Kleiner:
Thanks again for your reply, this is very useful to me.
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On Fri, 16 Nov 2001 10:36:02 -0700, Carlos Ariza <[EMAIL PROTECTED]> wrote:
>Vector3d vector = new Vector3d();
>Point3d[] El = new Point3d[]{Pnt,Pnt1};
>vector .addElement(El);
>
>Point3d[] El1 = new Point3d[]{Pnt,Pnt1};
>
>I need to obtain true if El1 = El, can anyone suggest the way ?
>
>vector
First of all, I'm going to assume you meant Vector, not Vector3d (which does
not have an addElement method).
El1 will never == El, the arrays are different object instances, and thus the
references will not be ==. However, you can make them .equal().
One way would be to wrap the arrays in anoth
>Vector3d vector = new Vector3d();
>Point3d[] El = new Point3d[]{Pnt,Pnt1};
>vector .addElement(El);
>
>Point3d[] El1 = new Point3d[]{Pnt,Pnt1};
>
>I need to obtain true if El1 = El, can anyone suggest the way ?
>
Are you trying to see the arrays E1 and E11 are equal ? If so, try:
Arrays.equa
Vector3d vector = new Vector3d();
Point3d[] El = new Point3d[]{Pnt,Pnt1};
vector .addElement(El);
Point3d[] El1 = new Point3d[]{Pnt,Pnt1};
I need to obtain true if El1 = El, can anyone suggest the way ?
vector.contains(El1) is false.
Thanks in advance
Sorry I don't have a lot of time, but it looks like you are actually
transforming your world, not your view platform. By inserting the cameraTG
where you are, it looks like it is on the wrong side of the scene graph. If
this isn't enough hints let me know and I will try to find a code snippet
so
Do you
want the same surface to be viewable in both directions? Or do you want to
look one way from one side and another way from the other
side?
If it
is the former, then just turn off backface culling in the attributes. If
you want to do the latter then have have two objects with the vert
Hi there,
I am trying to setup my lookAt as follow:
--
VirtualUniverse universeVU = new VirtualUniverse();
//etc etc
Transform3D T3D = new Transform3D();
translate.set( 0.0f, 0.0f, 0.0f);
T3D.setTranslation(translate);
//#1
cameraTG.setTransform(T3D);
T3D.lookAt(new Point3d(0.0,0.0,-3.0),
new Po
Hello,
I would like to know how to make a "double sided"
material in order to view inside my objects when I zoom in.
Thanks in advance.
Olivier.
Hi ,
You must display an image with method getCodeBase() for the security applet
and not Toolkit.getDefaultToolkit();
ES: Duke=getImage(getCodeBase(),"DukeWave.gif");
Gianni
- Original Message -
From: "thanh nguyen" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 14,
Thnx...§:0). Thomas
>From: Burrows Anthony <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] getting Transform3D x,y,z values ??
>Date: Fri, 16 Nov 2001 13:11:49 -
>
>Oops! I'm always doing that. Its Transform3D
Thomas Gilbert Giusepe schrieb:
> Hi Tony,
>
> Thnx by your reply. I think that it would be great. Just only a last
> thing... my debuger get to me the error:
I think your compiler is giving you this message.
>
> --
> Class Vector3D not found
> --
> Although I have put in my head file the:
>
Oops! I'm always doing that. Its Transform3D but Vector3d (lower case). I
always use
import javax.vecmaths.*;
-Original Message-
From: Thomas Gilbert Giusepe [mailto:[EMAIL PROTECTED]]
Sent: 16 November 2001 13:07
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] getting Transform3D x,y,z va
Hi Tony,
Thnx by your reply. I think that it would be great. Just only a last
thing... my debuger get to me the error:
--
Class Vector3D not found
--
Although I have put in my head file the:
import javax.vecmath.Vector3d;
Have some hints on why this !?
Thnx in advance§:0). Thomas
>From: B
if transform is your Transform3D, then
Vector3D tranlation = new Vector3D();
transform.get(translation);
Point3d myPoint = new Point3d(translation);
The get picks out only the translation part if the parameter is a Vector3D,
then you can either use its x, y, z values or pass them to a new Point3
Hi there,
How could I get access to my Transform3D x,y,z values? I need to transfer
such values to a Point3d.
Thnx in advance§:0). Thomas
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