Hi:
My problem is related to the one described by Dave Yazel
but taken to the EXTREME.
I use Geometry ByRef simply because I want to conserve memory and not
because I EVER intend to dynamically update my coordinates. I currently
use clearCapabilityIsFrequent but I am not sure how much the benefi
I just wanted to say that we were able to run our project on Linux and
Windows with almost no modification using java3d 1.3. In fact the only
modification which we needed to make was to correct what was really a bug.
We were calling setValidVertexCount() on a GeometryStripArray, which makes
no s
I was wondering if we could get a bit of information on how this nice piece
of optimization works. There is one critical place where we need to use
this. Our skin and bones animation system uses some metrics to determine
how often to recalculate skins of all avatars. One thing that we found in
Hi Justin,
Feel free to take anything from my web pages on this topic at
http://www.rwgrayprojects.com/Java3D/Transparency/trans01.html
and
http://www.rwgrayprojects.com/Java3D/Transparency/trans02.html
Turns out to be a very tricky problem ;)
Bob Gray
-Original Message-
From: Discu
Thanks for your comments.
Not being a 3D graphics expert makes me unsure as to what's hard and what's
easy and whether or not its my Java 3D inexperience that's the cause of my
problems or not. I am surprised that this is rated as a hard problem, but,
again, that's my lack of 3D experience.
At
That's not totally true. The PS2 does support OpenGL and has for some time.
Here is a link to one of the commercial OpenGL for PS2 products.
http://www.dataplus.co.jp/OpenGL4ps2.html
- Original Message -
From: "Jacob Marner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, Janu
Ok
2 quick notes:
1. The ordered group will completely mess up what you are trying to do. The
reason is that while the three objects seem like they should be rendered
in-to-out, that is not really true. Take a point of the inner shell that is
farthest from the viewer... it is still in fron
Hi Kevin,
First, thank you, thank you for responding. I really appreciate the fact
that you looked at the transparency problem I am having.
In order to interest others a little bit, I see 3 geometric objects, one
inside the other, as being used for showing transparent body: skin, bones,
heart o
Josh Richmond wrote:
>Since I want the entire set of transforms (6 or 7) being changed "at once" I think I
>think to synchronize before the loop and not just before each set. Since the method
>does nothing more than the loop, I figured it would be fine just to synchronize the
>entire method.
>
Hi,
I've got a performance query that I haven't seen a straight answer to yet
and I want to know if there are any special considerations in Java 3D.
1) Is it faster (in Java 3D) to use quads or triangles? If triangles, the
info I have read says that Triangle(Strip)Array is fastest using coor
Hi,
Following up my own message. Is there a way (I'm
guessing, yes) to determing the location of the
projection of a point given it's 3 real coordinates?
If yes, can someone show me how to do this?
Thanks!
Pavel
--- Dola Woolfe <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Suppose I have a cube which I
This is correct. All the bahaviors in a scheduling interval are
guaranteed to complete before the behaviors in the next scheduling
interval are started. Within a scheduling interval, the order of
execution and whether or not behaviors are run in parallel is not
specified.
Doug Twilleager
Java 3
> Jacob Marner wrote:
>
> > No there is not.
> >
> > Sony and the other console manufacturer require you to
> > obtain a license and sign a non-disclosure agreement
> > to get the development kits.
>
>
> Not really. What about the Linux on PS2 kits that have been around for
> the past year or so?
> >
> > Hmmm. The current combine mode only allows you to specify source from
> > one texture unit state, aka the previous one. In order to do what you
>
> You mean I can't use TEXTURE_COLOR and PREVIOUS_TEXTURE_UNIT_STATE in one
> COMBINE? Or do I misunderstand something here?
You can us
Ingo,
FYI. This bug is only limited to TriangleFanArray with View's
TransparencySortingPolicy set to View.TRANSPARENCY_SORT_GEOMETRY. Parts
of Cylinder and Cone use TriangleFanArray. It will be fixed in our next
release.
thanks,
Chien Yang
Java 3D Team.
BugId 4619139 : U
Hi Todd,
Thanks for the input.
Since I want the entire set of transforms (6 or 7) being changed "at once" I think I
think to synchronize before the loop and not just before each set. Since the method
does nothing more than the loop, I figured it would be fine just to synchronize the
entire me
- Original Message -
From: "Justin Couch" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, January 04, 2002 5:12 AM
Subject: Re: [JAVA3D] On Threads
> Fred Klingener wrote:
>
> > I think that's overstating it a bit. If I understand Sun's
> > guidance on this, you are guaranteed
Josh,
Maybe you could try synchronizing only on the jointTransforms array in both
your methods, as in:
public void someMethod()
{ synchronized(jointTransform)
{ do something to jointTransform...}
}
Another idea is to check that the Java3D thread is actually getting bogged
down, instead of you
Hi everyone,
All this talk on Threads has encouraged me to relate a problem I'm having with Java3D
and Threads. Hopefully it's something I'm doing wrong that I can fix.
My application essentially animates an articulated arm (a TransformGroup for each
joint). The user drags a JSlider which sen
Hi Daniel
> (of which I don't count myself a member) to consider techniques to be
> intellectual property, and many of the state-of-the-art effects are created
> by people who have little interest in sharing them, let alone publishing
> them through something like siggraph.
Sorry but I have to d
David,
Though I can tell you've experienced this a lot closer than I have, I think
I agree with you. I think there is a tendency within the gaming community
(of which I don't count myself a member) to consider techniques to be
intellectual property, and many of the state-of-the-art effects are cr
Getting into the Yazel thread a little myself.
Let me first say that I have built my career
reinventing the wheel. Seriously, though, I
see no problem trying to make a better wheel
but I am not sure that is what David is doing
anyway.
Yes, as a guy who has attended SIGGRAPH for
a few years, I ha
Hi Olivier
> My problem is the clipping start from the 0 0 0 point of my scene.
> How can I set it to start from the top of my object and finish to its bottom?
Simple by setting a different plane equation. Use the bounding of your
shape to calculate a new plane equation for your ModelClip.
EOF,
Jacob Marner wrote:
> No there is not.
>
> Sony and the other console manufacturer require you to
> obtain a license and sign a non-disclosure agreement
> to get the development kits.
Not really. What about the Linux on PS2 kits that have been around for
the past year or so? Once that is runnin
No there is not.
Sony and the other console manufacturer require you to
obtain a license and sign a non-disclosure agreement
to get the development kits. And this license they only give
to companies that has proven that they can make big sales.
And they *will* sue developers that disclose informa
Hi everybody. Happy new year!
I am using ModelClip in order to Slice some
objects.
This slicer is connected to a Swing'
Jslider.
My problem is the clipping start from the 0 0 0
point of my scene.
How can I set it to start from the top of my object
and finish to its bottom?
Thanks in ad
Hi Justin
> That said, if you understand the basic math behind the rendering, it is
> not that hard to convert stuff. All you loose is a bit of frame rate. I
As I said depends. If you need special access to get it work. For example
stencil buffer things and you don't have them it's hard to get a
Joachim Diepstraten wrote:
> Well I would say this depends heavy if the OpenGL implementation makes
> serious use of vendor specific extensions, functions and options which are
> not available to J3D it's quite hard to "convert" them.
You could make that same statement about trying to implemen
Hi Justin
> My last point is to not assume that something that was implemented in
> opengl cannot be implemented with j3d. Scenegraphs do have a different
Well I would say this depends heavy if the OpenGL implementation makes
serious use of vendor specific extensions, functions and options which
David Yazel wrote:
[ a good rant ]
Dave, I think much of your problems could be attributed to looking in
the wrong place. I am not a game developer by any stretch of the
imagination. My experience is in simulation and visualisation. The
things I hear and occasionally see from game developers rin
Fred Klingener wrote:
> I think that's overstating it a bit. If I understand Sun's
> guidance on this, you are guaranteed two things: 1.) that the
> rendering thread will wait for you to finish with your
> processStimulus(), and 2.) no other processStimulus() will start
> or run until you exit.
Kelvin Chung wrote:
[lotsa good stuff]
I have deleted the original mail with example program. Would somebody
mind firing up the example with the three torii and taking a screen shot
of it. I'd like to take Kelvin's post and the screenshot and put it on
j3d.org to help augment the tutorial that
Hi Charmaine
> > constant and the same normal map. Is it possible to combine the results of
> > both previous combines? My problem is with the dot3 example I posted a few
> > minutes earlier that I can't get the results H*N and L*N together in a
> > good way.
> >
>
> Hmmm. The current combine mo
Hi
> 6. Advanced 3d: lighting, shadowing, occlusion culling, portals,
I'm currently working on this one (at least the first two topics), but run
into serious problems lately due to bugs, restrictions :(
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de
Hi, David!
Your help is always welcome!
and your design solutions very interesting.
Theory is important, like imagination and logic.
===
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