Yeah, I know.. i'm working on an interface at the moment for the game to set
characters/opponents/res/fullscreen/etc. As you may have guessed, it looks a
lot better in fullscreen. I'm running it at 1600x1200 easily with the 4
characters on the screen, i'm also doing soak tests at the moment to see
I would like to create a virtual universe instead of simple universe, but I
don't find this in tutorial on java.sun.com. I would like to know that is
it possible for me to move the view object around in simple universe? If
yes, then I don't have to create virtual universe.
Many thanks.
Andy
=
I created a box with textures. I tried the LineAttributies for
AntialiasingEnable(true), but I still don't see the difference. Is it
possible to set the primitive box object to Antialiasing enable? or I can
ONLY set AA on the Shape3D object I customize my own?
Andy
Attach it to a TransformGroup and position the TG where you want the
box.
- John Wright
Starfire Research
Andy wrote:
>
> How do I move my box object in simple universe to somewhere while the
> default location of the box object is at origin?
>
> Andy
>
> ===
How do I move my box object in simple universe to somewhere while the
default location of the box object is at origin?
Andy
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff
Thank you very much, I got it fixed, it was a stupid mistake, I didn't add
the light to the same transformgroup, I added it to root branchgroup
instead..so now is fine. I tried your suggestion, and I didn't see any
difference without adding the light, if I add the light, it shows the
difference..
Andy, try:
TextureAttributes ta = new TextureAttributes();
ta.setTextureMode(TextureAttributes.MODULATE);
appearance.setTextureAttributes(ta);
- John Wright
Starfire Research
Andy wrote:
>
> Hi, I just created a virtual universe and a box. I rotated the box a bit so
> I can view 3 faces o
Hi, I just created a virtual universe and a box. I rotated the box a bit so
I can view 3 faces of it. I applied the texture and lights but only the
texture was working, I didn't see the lights are working. I applied the
AmbientLight and PointLight. When I turned off texture, it was working but
HI Josh,
The TransformGroup node lets you build a stack of transforms that are
applied to the matrix but you are correct is does not decompose the matrix
and show (a possible) set of transforms that produced the matrix.
If you'd like this feature, please feel free to add it to the source.
You wo
It is currently implementation dependent. We pass things as they are
down to the native rendering API.
Doug.
>
>Doug Twilleager wrote:
>
>>This is all defined by the texCoordSetMap in the GeometryArray object.
>>See the docs in GeometryArray.
>>
>>
> From the JavaDoc:
>
>Each texture unit in e
Hi Paul,
It looks really slick! This is the first time I've looked at it and I'm very
impressed. Any timeline for exporting VRML files? Also, and this may have already been
noted, but I noticed that when I look at the X, Y, Z rotations, etc.. of a transform
node, it sets them all to 0 although
Some of you Java 3D users may be interested in this.
>
> Apologies for receiving multiple copies of this CFP.
> Please check out
>
http://www.labri.fr/Perso/~chaumett/conferences/iwjavapdc/2003/iwjavapdc2003.html
> for
Hi,
This was announced on j3dfly-interest a few days ago, I thought it might
be of interest to the wider community, hence the repost..
The beta release of Java 3D Fly Through 2.0 is available from this site
http://java3d.netbeans.org, under the files tab. For those of you at Siggraph
these a
REALLY NICE !!!
Well on my computer : p3@800 Mhz and geForce 2 it's slow and I can't run it in fullscreen mode (tested with jdk 1.4 and j3d 1.3 final)
Hope to see other nices demo in j3d ! (and perhaps doing one by myself ;))
___
Joachim Diep
Hi Bob,
Are you using Java3D v1.3 release version ?
There is some issues with Link/ShareGroup
4711657 - Trouble with Link/SharedGroup at set live - in both memory and
setup time.
but it may be a different one from the description.
Please send us a test program to investigate.
Thanks.
- Ke
Dear Ben,
> The problem I'm having is that I want the OrbitBehaviour to
> rotate around the Y-axis of the scene but instead it is rotating
> around the Y-Axis of the ViewPlatform. Because the ViewPlatform
> is pointing down towards the origin, it ends up rotating through
> the floor of the scene,
Due to popular demand, the ViewFrustum class has been moved out of the
org.j3d.terrain package and into its own standalone package -
org.j3d.util.frustum. In addition, I added a new method that allows one
to manually offset the frustum. This is so that we don't have to deal
with the current issue
> Updated:
> SeekingRocket crashes should be a thing of the past.
> a few misc bugs fixed.
> *3* opponents now!
Nice Chris, working much better here now.
However, I'm beginning to wonder... this runs great on my machine, even
with 4 players, and your models and textures seem very detailed yet b
Sorry for repeating a blatantly newbie question, but I'm still having problems with my
OrbitBehaviour not talking to my scene-
I have the scene and I'm moving the ViewPlatform away from it and above it, keeping it
looking at 0,0,0 . The problem I'm having is that I want the OrbitBehaviour to ro
Jason Taylor wrote:
> 1) The newSphere 'appears' to only be the top half of a sphere
> (although the bottom half exists but seems to be black, ie it blocks
> objects behind it but I can't see any appearance).
Uh oh... just found the bug. You're using TriStrips aren't you for the
geometry? Every
Jason Taylor wrote:
> 1) The newSphere 'appears' to only be the top half of a sphere
> (although the bottom half exists but seems to be black, ie it blocks
> objects behind it but I can't see any appearance).
Odd. Which direction is your light shining on the sphere? If it is
directly from the to
Hi Juergen,
>> Xlib: connection to ":0.0" refused by server
>> Xlib: No protocol specified
>
>Are you sure the message comes from Java. I just tried this between
>two Linux machines and didn't get the problem.
It is definitely a result of running the HelloUniverse program. You do
not get it wh
...back to the original question about why it is slow... I don't know
then :(
Run the profiler Chris and see what you get. I suspect it will be
something to do with Java3D texture preparations / geometry stuff.
Marc
==T
> By using a buffered stream he is not reading the file byte by byte, but
> rather buffer by buffer (tweak the size of the buffer for better
> performance - i.e. if your default buffer is 1024 bytes and your
> smallest file is 50K crank that buffer up to 25K or so).
Well I couldn't be bothered to
H. Morgan <[EMAIL PROTECTED]> writes:
> Hi All,
>
> I am running java 3D on a machine I have telnet'ed to over a
> network. Trying the HelloUniverse demo, it brings up the spinning
> cube as it should, but it also seems to be trying to write something
> to the console on :0.0 (see below). I hav
Chris Forrester <[EMAIL PROTECTED]> writes:
> Updated:
> SeekingRocket crashes should be a thing of the past.
> a few misc bugs fixed.
> *3* opponents now!
>
> http://www.geocities.com/Psionic1981
I've tried to get it running on Linux. First it failed with:
,
| Starting Out Of Space 1.0a..
Dear Rob,
> reference to Box is ambiguous, both class
> javax.swing.Box in javax.swing and class
> com.sun.j3d.utils.geometry.Box in
> com.sun.j3d.utils.geometry match
> gunXfmGrp.addChild(new
> Box(1.0f,1.0f,0.5f,gunApp));
Be specific: either don't import javax.swing.* but instead exa
Rob,
> reference to Box is ambiguous, both class
> javax.swing.Box in javax.swing and class
> Does anyone know a way to get round this?
As it says on the docs, make explicit references to which Box you mean
(only import one of them , then you only have to make explicit
references to one of them)
I just did a test in which I attached BG2A to TG1B instead of to S1B. Now I
can change TG1A and the displayed scene is updated without the JFrame having
focus.
So, something seems to be wrong with (multiple) SharedGroups and Links.
Cheers,
Bob Gray
-Original Message-
From: Discussion
We build a cache version of textures on the local machine. We ship the
textures using PNG and JPG, but then turn them into a tex file that has the
pre-computer mipmaps. We use NIO to load the data into memory in one call.
It is extremely fast.
Hope that is helpful
Dave Yazel
http://www.magicos
Reference one of them explicitily, e.g.:
gunXfmGrp.addChild(new com.sun.j3d.util.geometry.Box(1.0f,1.0f,0.5f,gunApp));
and import the other.
Kev
Rob Elsam wrote:
>I am making a game that uses a Box shape and has a GUI
>to control various things. However importing Swing
>and
>com.j3d.utils.ge
I am making a game that uses a Box shape and has a GUI
to control various things. However importing Swing
and
com.j3d.utils.geometry causes the following error:
reference to Box is ambiguous, both class
javax.swing.Box in javax.swing and class
com.sun.j3d.utils.geometry.Box in
com.sun.j3d.utils.g
I have a scene graph with (S = Switch, SG=SharedGroup)
BG1A->S1A->BG1B->TG1A->TG1B->Link(SG1)
SG1->S1B
and also
BG2A->S2A->BG2B->TG2A->TG2B->Link(SG2)
SG2->S2B->BG2C->Shape3D
I detach BG2A from the live scene graph and attach it to S1B.
Then whenever I change TG1A (for example, change t
> Marc, I'd question the benefit of making the images jpeg. How fast is
> jpeg decoding? I know jpeg encoding is relatively slow. This is all
> going to be machine dependent (relative speed of CPU vs Disk system).
JPEG decoding is fast, even in Java. JPEG encoding may be "slow" but it's
still
Marc, I'd question the benefit of making the images jpeg. How fast is
jpeg decoding? I know jpeg encoding is relatively slow. This is all
going to be machine dependent (relative speed of CPU vs Disk system).
With a fast disk system and a slow CPU it could be faster to read a much
larger file th
Hello to everyone
My application displays 3 OBJ files. Each one has its own parameters for
Apparency (that is to say TransparencyAttributes, PolygonAttributes,
Material). Everything is alright except one : sometimes, when the user
modifies the transparency by a JSlider of one of the OBJ, when he
> Updated:
> SeekingRocket crashes should be a thing of the past.
> a few misc bugs fixed.
> *3* opponents now!
> http://www.geocities.com/Psionic1981
> A few questions to anyone...
> (1) It's slw loading. is it just the filesizes? i'm currently
streaming
> the loading process with differen
Morning,
Managed to confuse myself again this morning with Java3D (something I
do quite often :).
When I do the following;
Geometry sphereGeo = new org.j3d.geom.Sphere(0.5f, 10, new
Appearance()).getGeometry();
Shape3D newSphere = new Shape3d(sphereGeo, someAppearance);
Two things I haven't f
Updated:
SeekingRocket crashes should be a thing of the past.
a few misc bugs fixed.
*3* opponents now!
http://www.geocities.com/Psionic1981
A few questions to anyone...
(1) It's slw loading. is it just the filesizes? i'm currently streaming
the loading process with different threads... is
try upping the point size to 60 and compensating by scaling the text2d's
transform node.
>From: JP Lee <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: [JAVA3D] getting my Text2D to look good...
>Date: Thu, 8 Aug 2002 20:15:13 +0
Hi All,
I am running java 3D on a machine I have telnet'ed to over a network.
Trying the HelloUniverse demo, it brings up the spinning cube as it
should, but it also seems to be trying to write something to the
console on :0.0 (see below). I have run setenv DISPLAY ca:0 on the
machine I am telne
Dear all,
this call is certainly of interest to those of you, who use 3D computer
graphics for visualizing all kinds of information related to software,
including UML diagrams, metrics, etc. Those of you, who have developed
new visualization techniques might want to think about how to apply
those
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