I don't think I have too much geometery or textures (but then again, what is
too much?)... my thought now becomes that maybe I'm using poor image formats
for my textures.
How should I figure out (aside from trying them all ;) ) optimal
settings/formats/compression for the images?
Chad Zalkin
==
Title: Message
Hi,
do you
mean
-->
Hierachy --> Pivot --> Adjust Transform rollout --> reset transform
?
this
didn't work for me, I get the same buggy result !
-Original Message-From: Discussion list
for Java 3D API [mailto:[EMAIL PROTECTED]] On Behalf Of
BEGHIN Ma
Hi John,
>Andreas,
>
>We started working on this but with an almost complete lack of
>documentation it's basically trial and error (and I haven't
>made much progress). If you've got more information about how
Yes, it's trial and error... I spend the hole last night testing and
after that fall in
>On Fri, 21 Jun 2002 19:37:20 +0200, Joachim Diepstraten
><[EMAIL PROTECTED]> wrote:
>Hi
>
>Ahh sorry, sorry forgot what I wrote I'm so stupid I completly forgot that
>OpenGL needs two commands setting the mode and setting the plane where one
>is EYE_LINEAR and setting the plane is EYE_PLANE. Ah
Hi !
Just some well know tips :
- take deep look in the performace tips at www.j3d.org
(http://www.j3d.org/tutorials/quick_fix/perf_guide_1_3.html)
and:
* Keep textures as squares with the size in
power of 2. ie, 64x64, 128x128, 256x256, 512x512 etc.
* Try smaller textures, if they have q
Thanks, I'll FPSCounter when I get a chance and we'll see.
> Be careful with what you do in the behavior. That might be the reason to
> slow down the application. I don't think that calculating frame rate will
> do that though.
Humm? Is there some bug with WakeupOnElapsedFrames? I'm running
Hi,
i got a little problem creating array [][][],
i want [5][5] of int,vector3d
i create a class that i use like a struct (in C of course)
CLASS TOTO
INT
VECTOR
than i create place
TOTO [][] test =
new TOTO [
>Date: Fri, 21 Jun 2002 10:32:28 +0200
>From: "Schäfer, Peter" <[EMAIL PROTECTED]>
>Subject: [JAVA3D] ModelClip bug ?
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Delivered-to: [EMAIL PROTECTED]
>
>
>Hi there !
>
>I think I've found a bug in the ModelClip class.
>If the model clip contains at least
Hi,
i got a little problem creating array [][][],
i want [5][5] of int,vector3d
i create a class that i use like a struct (in C of course)
CLASS TOTO
INT
VECTOR
than i create place
TOTO [][] test =
new TOTO [5
In Java 3D 1.3 beta, we did ship with a FPSCounterDemo in our demo.
The FPSCounterDemo uses a FPSCounter behavior to measure the frame rate
of the scene. FPSCounter is easy to use, and all you need is to add
roughly the following 3 lines to your code :
private FPSCounter fpsCounter = new
Andreas,
We started working on this but with an almost complete lack of
documentation it's basically trial and error (and I haven't made much
progress). If you've got more information about how all this works I'd
be glad to add support to our loader.
- John Wright
Starfire Research
Andreas Jer
Hi
Ahh sorry, sorry forgot what I wrote I'm so stupid I completly forgot that
OpenGL needs two commands setting the mode and setting the plane where one
is EYE_LINEAR and setting the plane is EYE_PLANE. Ahh must be the heat.
But still it's strange. I wonder if the calculation is different. What
At 09:29 AM 6/21/2002 -0700, you wrote:
>Lan Wu-Cavener wrote:
>>your note reminded me of a question I had related to the performance. I was
>>running my j3d program on w2k. I found that adjusting the processes
>>priority through task management tool can change the j3d program
>>performance althou
Hi
Yes it's me again. I just noted.
OGL EYE_LINEAR and EYE_PLANE
J3D EYE_LINEAR
J3D EYE_LINEAR == OGL EYE_LINEAR or
J3D EYE_LINEAR == OGL EYE_PLANE ???
If its the first case it's no wonder that the result aren't the same.
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.info
At 11:25 AM 6/21/2002 -0500, you wrote:
>I'm basically having a behavior wake up on every frame and marking the
>time and comparing. I randomly choose frames and average the times and do
>1/time = fps.
>
Thanks!
Be careful with what you do in the behavior. That might be the reason to
slow dow
I'm basically having a behavior wake up on every frame and marking the time and
comparing. I randomly choose frames and average the times and do 1/time = fps.
>>> Lan Wu-Cavener <[EMAIL PROTECTED]> 06/21 11:01 AM >>>
your note reminded me of a question I had related to the performance. I was
Upps I think I wrote something stupid
> I'm a bit buffeled about the Eye_Plane TexCoordGeneration, somehow I
> think it differes a bit to Eye_Linear of OpenGL. Is this assumption
Eye_Plane in OGL of course not Eye_linear
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.informati
Lan Wu-Cavener wrote:
> your note reminded me of a question I had related to the performance. I was
> running my j3d program on w2k. I found that adjusting the processes
> priority through task management tool can change the j3d program
> performance although it is not recommended to change the pr
Hi J3D-Gurus.
I'm a bit buffeled about the Eye_Plane TexCoordGeneration, somehow I
think it differes a bit to Eye_Linear of OpenGL. Is this assumption
correct? At least I get two different results from the nearly same
code and even my S/T/R/Q planes are the same. But the visual appearance
differs
your note reminded me of a question I had related to the performance. I was
running my j3d program on w2k. I found that adjusting the processes
priority through task management tool can change the j3d program
performance although it is not recommended to change the process priority.
I wondered if
Hi there,
if you'd like to see a Java 3D based application, you can visit
http://www.lionbioscience.com/solutions/srs/srs-3d
there you can find some snapshots of the application i was developing for 1 1/2
years in LION bioscience. It's a viewer integrating protein sequences,
macromolecular
>On Fri, 21 Jun 2002 11:11:10 +0200, =?iso-8859-1?q?R=20CM?= <[EMAIL PROTECTED]>
>wrote:
>Hi all,
>I have just a simple question,
>why the method "transformChanged" or the
>MouseBehaviorCallback system doesn't exist in this
>class (orbitBehavior)???
>how can i get the transform3D apply
>to the V
As I understand it, sharing geometries will reduce memory use in both
main memory and the video card. So when applicable that is a good way
to save memory and still have a large scene.
However, this would need to be confirmed by A J3D team member. I may
be that it only saves memory on the video
Hi,
I think you can avoid development : in 3ds, you reset transforms and then you export your file. I had the problem and now my objects are OK. Have you got information about 3ds animation importation ?
Matthieu Beghin
Andreas Jerke <[EMAIL PROTECTED]> a écrit :
Hi All,I have testet several im
Hi,
will using the same geometry object along several shape3d nodes
reduce the memory usage IN THE VIDEO CARD memory
or only the SYSTEM memory used by J3D for java objects ?
>-Original Message-
>From: Discussion list for Java 3D API
>[mailto:[EMAIL PROTECTED]] On Behalf Of Shawn Kendall
Hi,
Is there any method of printing Canvas3D. The normal swing printing
mechanism doesn't seem to work?
Thanks,
Nitin
AS FAR AS THE LAWS OF MATHEMATICS REFER TO REALITY, THEY ARE NOT CERTAIN;
A
Hi,
is that possible to build a VR world With java3d as we can do in VR4Max ??
graphics in Java3d-application is not so good!
-thanh
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Hi All,
I have testet several importers for 3DS files and
all don`t support correct reading of chunk 0x4160 .
This chunk contains 12 float values describing an
4*3 matrix, with which all vertices of an object
must be transformed.
Most 3DS files exported from 3DSMax contain this chunk.
Me proble
Hi all,
I have just a simple question,
why the method "transformChanged" or the
MouseBehaviorCallback system doesn't exist in this
class (orbitBehavior)???
how can i get the transform3D apply
to the Viewing plateformTG??
(without modifying the source code and add my own
method TransformChanged!)
Hi there !
I think I've found a bug in the ModelClip class.
If the model clip contains at least 3 clipping planes
AND if it is applied to a textured object,
only two clipping planes are actually effective.
If the object has no texture, all clipping planes are effective.
is this a known bug ?
i
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