Hi,
I have been attempting to use the overlay code from the j3d.org
repository. After many failed attempts to get it to work I went back and
did some testing on the demo code. I downloaded the binary (compiled)
distribution and run the LabelDemo. This worked fine. I then tried
recompiling just th
Has depth-sorting transparent geometries by invoking
View.setTransparencySortingPolicy(View.TRANSPARENCY_SORT_GEOMETRY)
been reported to result in a possible memory leak ?
Seem to be running into one in my app.
My scenegraph is:
BG -> Shape3D - > multiple By_Ref Geometries w/ coordinates
and col
Jack Gundrum wrote:
> I found a great little VRML example that uses PROTO's and javascript and
> almost loads into DIY browser.
> There is a array out of bounds exception that causes the problem, any
> ideas?
We'll look into this next week. We've been away all week in various
working meetings wit
I stand corrected.
-Original Message-
From: Doug Twilleager [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 16, 2002 1:00 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] using immediate mode of drawing
Actually, this is a valid way to do pure immediate mode rendering.
The problem is that
Actually, this is a valid way to do pure immediate mode rendering.
The problem is that the application does not wait for the paint()
event to happen. You can't draw to the on screen canvas until it
is on the screen.
Doug Twilleager
Java 3D Team
Sun Microsystems
>Subject: Re: [JAVA3D] using imm
I found a great little VRML example that uses PROTO's and javascript and
almost loads into DIY browser.
There is a array out of bounds exception that causes the problem, any ideas?
#VRML V2.0 utf8 CosmoWorlds V1.0
PROTO random_mover [
field SFVec3f start_location 0 0 0
field SFFl
>Looks fine to me too and that's on my crapy work machine!
Doh. I take it back, I hadn't read the original email.
Yes there is a flicker, tricky to spot unless you try to make it
happen. :) Not something I'd personally notice but yes doesn't look
right.
Still very impressive (other then the opt
This code is not written according to the specification. Accessing and
modifying the graphics context needs to be done on a per frame basis in the
callback functions of a derived canvas3d.
Dave
-Original Message-
From: Nitin.Jain [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 16, 2002 9
Hi ,
we are not able to use the immediate mode of rendering of Canvas3D. We are
doing every thing according to the specification in 1.3 API documentation(I
think). Is it necessary for us to create our own implementation of canvas3d.
I'm attaching the code we have written to do the same.
Thanks i
UAU !
What a Good Looking !!
Not buggy here ! Runs fine fine.
To show the labes I need to uncheck skeleton/labels and check then again.
The labels just blink WHEN I rotate the model, but looks fine elsewhere.
FPS seens high all the time.
Win 2K Professional
Athlon 1.3GHz - 512 MB Ram
JDK 1.4 -
Looks fine to me too and that's on my crapy work machine!
NT4, jdk1.4, j3d1.3b2 OpenGl, ATI Rage 128Pro
The blendy fire effect really kills my fps but the other models perform
okay.
Top stuff!
Jase.
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