how to load 2 objects into the same universe .
these 2 objects are created in the 3d studio max and is exported as a vrml
file to be loaded into java 3d
but i have a problem loading these 2 objects into the universe .
i only manage to load one object .
Does anyone know how to do it . ?
_
Hi,
When rotating a object around its three axises, you are not allowed to use
the objects you mentioned, however, when you rotate it only around one axis,
it is ok. I have not found some relevant classes, so you developed one
custom class to rotate a object. I completed one paper that can be
dow
ion of the smallest
| parts of our biological makeup, to the point
| of being able to stand inside a strand of DNA.
|
http://story.news.yahoo.com/news?tmpl=story&cid=581&u=/nm/20020301/tc_nm/health_canada_virtualreality_dc_1
| the U of C is launching the Sun Center of
| Excellence for Visua
Is there an estimated release date for v1.3 beta2?
Sean
==To
unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
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Yes, this issue has been bugging people on the list (including me) for at
least a couple of years. There has been a fair amount of debate --check the
archives-- although I never read anything to convince me of the soundness of
Sun's approach. Whenever I write my own function, its parameter list us
I was just wondering if there were any plans to *improve* the vector library
interface. When first working with the library, I often found myself having to convert
between Points and Vectors in order to perform calculations.
For instance, I would be using Point3d objects to perform calculation
Just wondering how best to produce the following "halo" effect in Java3D:
what I am looking to create is a border, a few pixels in width,
around primitives such as lines, through which the background
color would be visible. The scene could have many primitives, of
varying z-distances, partially o
>X-Unix-From: [EMAIL PROTECTED] Fri Mar 1 09:19:29 2002
>Date: Fri, 01 Mar 2002 18:08:44 +0100
>From: Sandaruwan Wijenayake <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Cannot run the samples in demo directory
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.26
Java 3D being used for genomic research.
http://story.news.yahoo.com/news?tmpl=story&u=/nm/20020301/tc_nm/health_canada_v
irtualreality_dc_1
---
Michael A. Schulman
Product Line Manager - Media Tools and API's
SUN Microsystems
901 San Antonio Rd. UMPK29-304
Palo Alto,
I've reported this problem maybe 8 or 9 (or more) months ago. (And it is a
problem. It caused me a problem and now its caused at least one other
person a problem. Unfortunately, its not a bug.) At that time, there was
mention of the normalization in the documentation, some place.
But I still f
Hi,
I've installed version 1.2.1_03 of Java 3d SDK (directx version). But when I
tried to run some samples from the demo directory, I've got the error called
"Fail to create back buffer - DDERR_INVALIDPARAMS". Is this a installation
error?
Some samples work (eg AWTInteraction) but others give the
All - If you go to the web site: java.sun.com/javaone
On the left, in the search button, type in 3d .
You will see some information. More details on the web site.
*
BOF-1135
Java 3D(TM) API BOF--Version 1.3 and Beyond
Speakers: Michael Schulman,Paul Byrne,Rob Posadas
Tuesday March 26,
Hi all,
I have a set of planes mapped one behind the other
having the textures (I am using a 3D texture) mapped
on them. I want to rotate the rendered image. When I
rotate the image, I want the textures always
positioned perpendicular to the viewer. So the planes
will be at the same view but th
Try this:
/**
* Returns a scaled instance of an image.
*
* @param image the image to scale
* @param scale the amount to scale it by
*
* @return the scaled version of the image
*/
public BufferedImage scaleImage(BufferedImage image, float scale)
{
WritableRaster raster =
image.ge
From: "Ståle Pedersen" <[EMAIL PROTECTED]>
Sent: Friday, March 01, 2002 9:53 AM
> hi, after using quaternions (javax.vecmath.Quat4f) i noticed that the
> constructor Quat4f(float x, float y, float z, float w) not just set
> these parameters as values, it also normalize the object.
> It doesnt sa
| You don't seriously consider these real games?
|
| Have you played anything recently on a
| PS2, XBox or commercially published for PC
| (e.g., Wolfenstein, Medal of Honor)?
|
| The state of the art of 3D games is
| amazing today.
|
| Java3d and VRML are very useful but
| not for high quality 3D
hi, after using quaternions (javax.vecmath.Quat4f) i noticed that the
constructor Quat4f(float x, float y, float z, float w) not just set
these parameters as values, it also normalize the object.
It doesnt say anything about this in the javadoc.
Maybe this is a feature, i dont know, i hope this is
I'm willing to guess you haven't changed the default back clipping
distance ("10" which becomes an effective roughly 70 units with all
other defaults used). So as soon as you move your object that far away
it is clipped.
- John Wright
Starfire Research
Thomas Gick wrote:
>
> Hi,
>
> i have writ
Hi,
i have written a simple java 3d program.
I have an ViewBranch and a ContentBranch.
In the ContentBranch there is only one shape3D object.
I move the object with a keyboardhandler away from me.
If the Distance between the ViewPlatform and the object
is about 58m, suddently the whole shape3d ob
Looking at the statistics for hits on our website last year if I were to
code to just applet tags (not using HTMLConverter) FORTY percent of my
visitors would NOT be able to view our Java 2 applets.
I agree that "HTMLConverter" is a horrible design and it would be a huge
improvement if we could j
I know two efficient approaches to handle this:
1. Increase the front-clip distance. Increasing it just
a little will help a lot.
2. Use LODs for objects far away. So if you have
a building with a lot of little objects attached, you would
make the little objects disappear after a certain distance
Hi,
I have a very huge scene containing lots of small objects with rendering
problems because of the limited z-buffer resolution. I don't need to see
the entire scene. Adjusting the back clip distance in the view doesn't
seem affect the depth range of the z-buffer 'cause the artefacts remain
uncha
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