i have been using java3d compression classes for quite some time now
and quite often get this exception ( exception attached below).
I have checked all the parts of my code , but couldn't figure out the
problem pls help me understand the problem here.
is it a bug in java3d ? i am using versi
-Original Message-
From: Ewan Borland <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Monday, January 21, 2002 4:32 PM
Subject: [JAVA3D] Controlling frame rate and GeometryInfo null problem
>Hi,
>
>Two problems this time round:
>
>1. I'm using my own behaviour to cont
Hi,
Two problems this time round:
1. I'm using my own behaviour to control a Switch which has a number of
models. I want to guarantee a frame rate or at least get an average which is
pretty close because the result is intended to be a 3D film displayed in
real time.
However the behaviour I'm us
Title: RE: [JAVA3D] Multiple Shape3D or multiple geometries? Speed issue...
As Marc said, you definitely want to investigate not trying to do collision against the higher level of detail unless its absolutely necessary. Break your geometry in a series of bounding primitives that move/animate/e
The alpha is the percent of the q1 that is used, 1-alpha is the percent of
q2 that is used.
Dave Yazel
- Original Message -
From: Bob Dengle <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 21, 2002 2:12 PM
Subject: [JAVA3D] Averaging rotations
Hi
Ive been trying to ro
> Date: Mon, 21 Jan 2002 09:32:41 +0100
> From: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]>
> "W. Gampp" schrieb:
>
> > I cannot figure out how to implement a zoom in Java3D. I want to use it in
> > my own version of keyboard navigation. My Behavior class works fine for
> > moves in a
The trick is to double buffer and use two image components, by-reference
textures and y-up. Then you can update the buffered image attached to the
backbuffer between frames and just set the texture's imagecomponent to the
back buffer in one command. Here is a bunch of fairly relevent source:
cl
Hi
You'll need to play with the texture coordinates so that it displays once on
the whole square. You need to map your 3d points with points on the texture.
If this is your square
Pt1/Pt2-Pt3
| \ |
| \ |
| \
Hi
Ive been trying to rotate a shape based on the weighted average of 4 or 5
rotations. Is there a simple way in Java3D to average rotations? I looked at
the Quat4d's interpolate() method but im not sure what the parameters mean.
public final void interpolate(Quat4d q1,double alpha)
Performs a
> Date: Mon, 21 Jan 2002 10:19:53 -0600
> From: James Robertson <[EMAIL PROTECTED]>
>
> I believe Sun has produced some support classes for serializing scene graphs,
> even though the J3D classes themselves aren't Serializable. I haven't
> explored this, but I recall hearing that they're p
Hi,
I created 6 lines in java3d and made two triangles. I combined these
triangle and became a square.
I tried to put a texture in whole square, but the texture stay in every
triangle. That's not what i want.
How can i solve this problem? it would be helpful if there a simple code to
make it.
Hi Joachim,
actually I made some experience with updating texture content quite recently.
The approach i finally came up with is quite similar to that one you described,
but
you don't have to recreate the Texture2D instance all the time.
The texture is only created once, and during update you jus
Hi
Hmm I wonder if there is a way to change the ZBuffer condition
in J3D. I know OpenGL provides other Testconditions than just
GREATER. And while I'm at it why are not all blending functions
from OpenGL (list DST_ALPHA, etc) accessable in J3D. Is this an issue
with DX?
EOF,
J.D.
--
Explore SR
Hi Alex
Hmm thanks for the answer and thanks for the source
but I'm not sure if that's actually the thing I'm
searching for, well I still will have a look on it.
Cause I'm not planing to do something with JMF but
rather my textures are textures coming from an
offScreen rendering pass.
--
Explore
The Java 3D Frequently Asked Questions list for Monday January 21 2002
This is a posting of topics covered in the Java 3D FAQ. The answers
to these questions are kept at:
http://www.j3d.org/faq
Please consult this list and the web site before asking questions on the
mailing list.
If t
Title: RE: [JAVA3D] Java3D 1.3 migration
I have also seen differences in v1.3beta1 in mixed-mode rendering. Can't be more precise now but the renderer seems to update more often when switching between immediate and retained modes. That generates some unwanted updates between operations in our
>So I thought I would keep one Shape3D and have 20,000
>geometries. Then the detach is fast, but the collision detection is sooo
slow...
Do you really need polygon accurate collision detection here? It sounds
like you need a custom collision solution and some real geometry trickery
to make th
I believe Sun has produced some support classes for serializing scene
graphs, even
though the J3D classes themselves aren't Serializable. I haven't
explored this, but I
recall hearing that they're part of the "Fly Through" demo application.
See...
http://java.sun.com/products/java-media/3D/flyt
Title: RE: [JAVA3D] Transparency problem in 1.2.1
Kelvin,
I have investigated the problem more and have been able to localize it. I have an OrderedGroup object on top of my scene graph (not on the level of transparent objects) and that seems to be the reason for transparency problems. If I r
Hello,
I am facing the following issue: I've got a
particle system which I test for collision against a human figurine consisting,
let's say, of 20,000 triangles.
To get an efficient collision detection through
picking, I split the figurine into a branch group of 20,000 Shape3Ds. This wor
has anyone tried saving a scene into a file? im presently creating a
simple 3D drawing program but my problem is how to save them. it
wasnt as easy as putting the primitives, its appearance and Groups
into a vector and into a FileOutputStream since Nodes arent serialized.
can anyone suggest of an
You can use a shared group and a link node to solve this problem. The other
solution is to use a "fake" sphere by using alpha blended textures (with a
picture of a sphere on it) and using a single geometry array with one quad
per sphere. Each frame adjust the coords of each quad to point at the
Hi,
We have an application in which we need to display thousands of sphere(upto
50k) at a time. The standard java3D Sphere class takes lot of memory and
gives an OutOfMemory error. I tried sharing the Appearance object (as
suggested in the archives) but it hardly improves the condition. It only
d
And of course...the attachment!
Oh yea. As I started thinking about sending
the attachments, I realized that I might have
to send the video .mov which made me realize
that I wasn't really addressing the question
with the example. Still I am sending it
anyway because it does raise a somewhat
rel
I am working on a JMFTexture2D class that
implements VideoRenderer. This seems to
be a good thread mechanism. You can do
whatever image/texture things you wish
to do within the process() method that
you have to implement from VideoRenderer-
you may have to hack to get it going but
maybe not.
Th
Hi
I am not sure if this has been asked before (could be) but
how are you people handling dynamic textures? The only way
I've found at all right now is to create a new ImageComponent2D
and a new Texture2D each time I change the BufferedImage of a
Texture. I don't think this is neither fast nor me
"W. Gampp" schrieb:
> Hi,
>
> I cannot figure out how to implement a zoom in Java3D. I want to use it in my own
>version of keyboard navigation. My Behavior class works fine for moves in all space
>directions, but I didn't find any solution for zooming in/out (which means rescaling
>the
>
> Si
Raúl schrieb:
> - Original Message -
> From: "Raj Vaidya" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, January 19, 2002 2:48 PM
> Subject: Re: [JAVA3D] ZOOM??
>
> > Hi:
> >
> > what kind of projection ( parallel / perspective ) are you using ?
> Both.
>
> > Also, what k
Normally if you set a BufferedImage to an ImageComponent by reference you are
not allowed to change it anymore or the results are undefined. In version 1.3 I
think they have a new feature to do this but you must use the updateData method
of ImageComponent2D.
regards
Paul
Joachim Diepstraten schr
Hi Justin
> Not much. In all the code I've done so far, it's just a case on
> installing the new version and running everything. I don't recall there
> being any noticable foobars that people have mentioned on the list here.
Hmm well first I thought the same but lately I really get some doubts
e
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