Dear Zak,
> I have an 2d overlay on 1 of my 4 views of a particular scene. Now if the
> viewingplatform of view 1 moves into
> the view of any other view, the platform geometry (2d overlay) shows up.
This is intended behavior. Consider the platform geometry to be
'the avatar itself' or say 'the
Dear Panos,
> I have just found a bug submission on the issue (bug id 4680280).
As the bug parade search engine seems to have a problem and thus
I couldn't find that bug:
Is there a workaround/solution? Would you please send a working
example to the list?
Thanks
Georg
___ ___
| + | |__
For a matrix that has only rotation, the inverse is the transpose.
So first get the non-inverted rotation matrix mat, and use trans.set instead
of lookAt.
The columns of mat are the Rt, Up, Dir Vector3ds.
Matrix3d mat;
Transform3d trans;
mat.setColumn( 0, Rt);// Rt
Title: Background Node/objects and Fog
That
makes sense.
I'll
check the slides, I didn't see anything in the examples but it's been awhile
since I looked there.
I
can't believe I said "foggin". I'm not a redneck.
"fogginG."
Thanks,
Scott
-Original Message-From: Doug Twilleag
Title: Background Node/objects and Fog
Smith, Daniel wrote:
[EMAIL PROTECTED]">
So we'd have fog in both background, and the rest of the scenegraph? Not
possible to add the node at a higher level?
No, because background geometry really is a completely independent subgraph
t
Title: Background Node/objects and Fog
So
we'd have fog in both background, and the rest of the scenegraph? Not
possible to add the node at a higher level?
Regarding oriented shapes, thats what I suspected.
I
suspected the "scope" in the fog node is what I needed. Is there any
good docs on
Gamasutra.com, or flipCode.com, are great sources for "game programming" articles.
Here's one from Gamasutra about occlusion culling...
http://www.gamasutra.com/features/19991109/moller_haines_02.htm
Sean
> -Original Message-
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Sent: T
Title: Background Node/objects and Fog
To get fog to apply to background geometry, you need a fog node in the background
geometry scene graph.
To get better control of fog application, try using the scoping methods in
the Fog nodes.
This will allow you to limit their scope to certain subgraphs.
>On Fri, 14 Jun 2002 15:05:47 -0500, Zak Nixon <[EMAIL PROTECTED]> >wrote:
>I have an 2d overlay on 1 of my 4 views of a particular scene. Now if the
>viewingplatform of view 1 moves into
>the view of any other view, the platform geometry (2d overlay) shows up. Is
>there anyway to turn that to be
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On Friday 14 June 2002 17:13, you wrote:
> Does anyone have any example code using the overlay package from j3d.org ?
>
> If so, can you email to me please?
Here is a code sniped I used. But the labelOverlay didn't worked very well for
me. For exampl
We currently don't make available a debug version of Java 3D. If we did,
we could add
this.
Doug Twilleager
Java 3D Team
Sun Microsystems
Joachim Diepstraten wrote:
[EMAIL PROTECTED]">
Hi Doug
OpenGL error are mostly ignored - at least for rendering calls. It wouldbe very expensive
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Hi,
Currently I am using multi texturing to get terrain transitions. But they are
really slow, as I need 1 - 9 textures per grid (in the most cases it are only
3-4, but 9 is theoreticaly possible). How are you doing terrain transtions?
By using a on
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On Thursday 13 June 2002 21:05, you wrote:
> Hello,
>
> I have a question about the back clipping plane. I have a 3D scene that
> is located in the origin (0,0,0). The maximum extensions of the scene
> are about 20.0fx20.0fx20.0f. I have created my o
I have an 2d overlay on 1 of my 4 views of a particular scene. Now if the
viewingplatform of view 1 moves into
the view of any other view, the platform geometry (2d overlay) shows up. Is
there anyway to turn that to be invisible
for the other views so that they can not see it?
-Zak
Hmm, interesting. Yes, the noddraw flag did work for the OpenGL runtime on
this ATI card. It also suffered from the same problem of not resizing the
canvas.
I've been trying to update my driver, but it's an odd animal. It's not
listed in any of ATI's literature.
Thanks for the help.
- O
I'm designing a simulation model using Java3d to render the results. Does
anyone know of, or have an example of a user interface to move the view
around and view other parts of the virtual world easily. Just looking for
some hints for how to make it easy to interact with the rendering and input
I have just found a bug submission on the issue (bug id 4680280).
I was looking for Sound bugs instead of JavaSoundMixer ones :-) sorry for
that.
Panos
- Original Message -
From: "Panos Gkikakis" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 14, 2002 8:27 PM
Subject: [
Hi all,
I'm having trouble using the sound nodes BackgroundSound and PointSound.
The sound samples I load (16 or 8 bit, 44,100 Hz) are played once as soon as
they are loaded and the scene goes live. And thats irrespective of whether I
enable them initially, set their loop count to infinity etc.
Hello guys,
How can I get the the parameters for a Transform3D.lookAt(target,
position and vector up) method from the inverted matrix of a Transform3D?
Thanks!
_
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.co
> Thanks, that is the parameter I was looking for in the archives.
>
> I can reproduce the OpenGL error on this machine 100% of the time.
> It's
> probably a driver issue and therefore outside of Sun's control.
How about using the flag -Dsun.java2d.noddraw=true
for OpenGL version also ? I got mai
hi, i'd like someone to recommend me a book (not a web), for learning
to put graphic animations in web pages (using java language).
Thanks
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the me
Save your image to a file type that supports transparency ( .gif or .png ) -
set the area you want to see the background through as transparent, and then
try texture mapping with that image. Here's a snippet of code which might
help.
BufferedImage dest;
...
ImageComponent2D ic = new ImageCompone
Kevin J. Duling wrote:
> Thanks, that is the parameter I was looking for in the archives.
>
> I can reproduce the OpenGL error on this machine 100% of the time. It's
> probably a driver issue and therefore outside of Sun's control. The OpenGL
> Runtime works flawlessly on my WinXP laptop wi
Thanks, that is the parameter I was looking for in the archives.
I can reproduce the OpenGL error on this machine 100% of the time. It's
probably a driver issue and therefore outside of Sun's control. The OpenGL
Runtime works flawlessly on my WinXP laptop with a GeForce2-GO.
Is it also a known
Thats where it is! I remembered that this was around, but I couldn't remember where it
was.
The problem I'm having is that I am getting the effect seen in Figure 14.16 instead of
the effect from Figure 14.12- the texture doesn't seem to be repeating around corners.
I can understand this happen
Hi, all:
I have a simple question. I am using a tree image (jpg file) with black
background to do texure mapping. How can I make the black background color
change to my current background color which is light blue(sky color)?
I have noticed that all the texture mapping I found are using the exa
Java 3D have a good archive of model loaders at:
http://www.j3d.org/utilities/loaders.html
What sort of problems have you seen before? If you want to use MD3
(incidently whats an MS2, MD2 typo?) I have a loader that I haven't
released _yet_.
Kev
John Hynd wrote:
> Hey,
>
>Cheers for the f
I can second Jeremy on this. On my laptop, I've got to set it to 60hz.
- Original Message -
From: "Jeremy Booth" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 14, 2002 5:19 AM
Subject: Re: [JAVA3D] Full Screen Exclusive Mode
> >
> > Any suggestions as to what the probl
http://www.j3d.org/utilities/loaders.html
- Original Message -
From: "John Hynd" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 14, 2002 9:08 AM
Subject: [JAVA3D] Model Formats
> Hey,
>
> Cheers for the full screen help. Looks like a good discussion is off
> anyhow.
Does anyone have any example code using the overlay package from j3d.org ?
If so, can you email to me please?
Thanks
Zak
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JA
I just had to download the last version.Thanks
BEGHIN Matthieu <[EMAIL PROTECTED]> a écrit :
Hi,I'm using the Starfire 3ds Loader. It works well when not in an applet.When I use it in an applet, I have to load from the URL to avoid access denied exception :
url = new URL(codeBase, fi
Hi,
I just want to read vertex coordinates in an ObjectFile, but the ObjectFile loader in version 1.3b2 of java3d creates GeometryArray without the flag BY_REFERENCE => I cannot use "triangleStrip.getCoordinate(point, index);"
Can I read coordinates another way ?Can I load my file and get BY_REFERE
Hey,
Cheers for the full screen help. Looks like a good discussion is off
anyhow. Quality. I get all the mails in the wrong order, I get replies to
mails that arrive after. Cos I'm in Scotland? Mail servers and all that.
Anyway, new question. I'm looking to load models in to Java3D. These wi
Ben,
http://www.manning.com/selman/onlinebook/Htmls/3DJava_Ch14.htm
Sincerely,
Daniel Selman
Author - "Java 3D Programming"
http://www.manning.com/selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Ben Moxon
Sent: Friday, June 14, 20
Katja,
Check out the VrmlPickingTest example from my book. It should include most
of what you need. You will just have to create your scenegraph yourself,
rather than loading from a VRML file.
Sincerely,
Daniel Selman
Author - "Java 3D Programming"
http://www.manning.com/selman
-Original
Actually, just noticed a mistake in what I sent originally
float[] textco = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f};
The texture reading backwards if you face the shape away is what you'd expect
with the appropriate mappi
Thanks, thats a really big help.
It makes things a lot clearer but it seems that no matter how I change the
co-ordinates the texture still behaves like a stick of rock - If I have a shape
facing the viewer with the words "BlackPool Rock" written on it you can read them
fine, but if I have a s
Texture mapping coordiantes are pairs of floats normally refred to as
(u,v). u is the horizontal position on the texture image, and v is the
vertical position on the texture image.
Your texture coordiantes:
Point on QuadTexture Coordinate
The reason you get GeomertryArray and Shape3D capability runtime exceptions
is because the Box is built up of these elements.
You might try using the flag, Primitive.ENABLE_GEOMETRY_PICKING when you
construct the Box primitive.
When you say a plane, I assume you've creatd a Quad or some other
How can I make my textures face "out" of my objects- they all seem to just want to
point along the Z- direction so any faces I create that are at 90 degrees to this just
don't show properly at all.
Basically, I've got my object created like this:
int[] stripCounts= new int[2];
str
You have to set the capabilities for your Shape3D objects.
You can use PickTool.setCapabilities( ) for this.
Ricardo
At 06:06 14/6/2002, you wrote:
>Hi all!
>
>I have built a world that includes boxes, spheres and a plane. I want to be
>able to get coordinates by picking the objects.
>
> Any suggestions as to what the problem is because I'd quite like to build
> some fullscreen apps,
can you set your windows to 800x600 in 32 bit colour running at 75hz?, if
windows doesn't think it can run at 75hz then the res change will fail, try 60hz
(in screen.properties file)
more when i
I looked up the capability bits for boxes in the java doc and added all of
them. But I still get those errors.
Why do I get a Shape3D and a GeometryArray error when I click on a Box?
Thanks!
Katja
> > I tried to do it with PickCanvas, but I always get a
> > CapabilityNotSetException: "GeometryAr
Hi
Is your graphics card an monitor capable of 800x600x32 @ 75hz?, one would
hope so if your doing j3d, but who knows :), have you tried changing to a
difference res/bpp/refresh (screen.properties file)?
Thanks
Jeremy
Ewan Borland wrote:
> Hi,
>
> I've tried it under Win98SE, jdk1.4 j3d1.3be
Hi,
I've tried it under Win98SE, jdk1.4 j3d1.3beta2 OpenGL version and get the
following :
Initialising main window
Setting fullscreen resolution 800x600 in 32 bit colour at 75hz
java.lang.InternalError: Could not set display mode
at sun.awt.Win32GraphicsDevice.configDisplayMode(Native Method)
> I tried to do it with PickCanvas, but I always get a
> CapabilityNotSetException: "GeometryArray: no capability to get vertex count" when I
>click on the
> plane and "Shape3D: no capability to get geometry" when I click on one of the
> boxes. Which capabilities are have to be set?
You need to
Hi all!
I have built a world that includes boxes, spheres and a plane. I want to be
able to get coordinates by picking the objects. What is the best way to do
this?
I tried to do it with PickCanvas, but I always get a
CapabilityNotSetException: "GeometryArray: no capability to get vertex count"
Hi,I'm using the Starfire 3ds Loader. It works well when not in an applet.When I use it in an applet, I have to load from the URL to avoid access denied exception :
url = new URL(codeBase, filename); Loader3DS loader = new Loader3DS(); loader.setBaseUrl(codeBase); s
Hi Christoph
> The problem is manufacturers want to get the 'jump' on their rivals by
> trying to force their 'standards' out, and fool people into thinking
> everyone will adopt them. Everyone buys their cards, the other vendors
> are upset, and make their own super cool feature (TM) and want in
Javaneers,
> > pixel shader instructions, for both DirectX and OpenGL. It looks like the
> > compiler only works for NVIDIA cards for now, but other vendors (ATI?) will
> > be able to make their own implementations.
>
> That's unlikely to happen. ATI is at the moment ahead of NVIDIA. And ATI
> w
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