hi David, sounds neat.
Just a thought: I am wondering if this effect could be produced by creating the
detailed textures for the area near the viewer by sampling a mip map based on distance
from the
observer. The closer the observer
the higher the sampling detail.
This is a bit of processing
Hi David
> 3. Multi-pass with multi-texturing. I don't know if this would work, but my
> understanding is that if you use more texture units than supported on the
> card then Java3d will fall back to multi-pass. if this is true I think you
> could set up 4 texture units: base texture, detail no
Dipl. Ing. Paul Szawlowski wrote:
> > Indeed, this is what we've done :-)
> >
> > Now, the exact same application can be used either in the CAVE or on
> > a standard screen. There's a bit of a kludge, since I have to
> > register the AWT Component with the MouseInputDevice explicitly in
>
> Indeed, this is what we've done :-)
>
> Now, the exact same application can be used either in the CAVE or on
> a standard screen. There's a bit of a kludge, since I have to
> register the AWT Component with the MouseInputDevice explicitly in
> the application.
>
> i.e. // u is the conf
I am too shame of my code, so I didn't send all out. I have all things to
work except JUST the camera moving. I got the button listener as well.
Here attached my code which is able to compile without error. So just
change the createxxx() in the JEngine(String su){} method to create
different po
Hello all!
I am beta testing an unnamed online game. This game is "state of the art"
when it comes to the graphics and I have had a great deal of fun trying to
figure out how they are doing a few things. One of their outstanding
features is the quality of their terrain and one feature in partic
Dear Andy,
> public JEngine(String vu){
you gave part of your code, but _still_ you ain't very specific:
what do you mean by: "doesn't work"???
- do you see nothing at all in your canvas?
- you see something, but typing some keys does not move your view?
- your app crashes?
- someth
Here is the method which will create a box with 4 faces only and I load the
texture with TextureLoader and use MODULATE as parameter. It works
perfectly if I create a box with the class Box but not this:
private BranchGroup createBox(){
BranchGroup root = new BranchGroup();
Here is the method for compiling the branchgroup returned from createView()
method and add to locale:
public JEngine(String vu){
Frame frame = new Frame(vu);
frame.setLayout(new BorderLayout());
frame.setUndecorated(true);
frame.setB
Hi hterolle
> I am trying to get the package from http://code.j3d.org/ but
>i get nothing except few packets going out of my computer.
> Is that normal ?
Must be an issue on your side, precompiled, source and javadoc
zips just dowload fine with ~55 KB/sec.
regards
Georg
___ ___
| + | |__
Paul Pantera wrote:
>
> Note: Justin and I are discussing RasterTextLabel, which
> uses Java 3D rasters for text labels (duh).
Popular suckers aren't they. Seems everyone likes Raster labels.
> >> First, alwaysOnTop isn't working. It seems to have no affect. Maybe
> >> there's a bug in Rast
2 suggestions(maybe not practical):
(1): leave those holes, have your background color looks like sea
(2): write a program to find all those vertices lying on the sea(this is easy), try to
re-construct the sea using all those vertices you found(is it possible? I am not qutie
sure)
white
On
Hi,
I am trying to get the package from http://code.j3d.org/ but i get nothing
except few packets going out of my computer. Is that normal ?
Hi Andreas,
Two bugs is filed for this :
4730897 - CompressedGeometryState throws NullPointerException if header
lowerBound is null
4730961- SceneGraphIO throws ClassCastException when writing
CompressedGeometry
The first one can be workaround by explicitly setting lowerBound
and upperBound
> Date: Tue, 13 Aug 2002 11:46:19 -0500
> From: Andy <[EMAIL PROTECTED]>
> Content-Length: 4565
>
> Sorry for not telling specific enough, here is my code:
Looks OK so far... what do you do with the BranchGroup returned by your
createView() method? SimpleUniverse creates a ViewingPlatfo
Sorry for not telling specific enough, here is my code:
/**
* BranchGraph for View BranchGroup
*/
private BranchGroup createView(Canvas3D c){
BranchGroup bg = new BranchGroup();
View view = new View();
view.setSceneAntialia
On Tue, 13 Aug 2002, Dipl. Ing. Paul Szawlowski wrote:
> check out the code I wrote from the j3d.org site well hidden in the
> org.j3d.device.input.spaceball pakage. It contains classes to use the
> mouse via the InputDevice interface as well as code for doing orbits
> around a fixed point, norma
Dear list,
"Peter Woodward" asked:
> I have a set of three rotations around the standar xyz axes. I wish to
> concatonate them into a single rotation - I understood this to be called
> Eigen axis- I guess there must be an algorithm, I believe the
> aeronautical/space community need to do this. I
- Original Message -
From: "Peter Woodward" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, August 13, 2002 9:09 AM
Subject: [JAVA3D] Computation of eigen axis
> Hello,
>
> I have a set of three rotations around the standar xyz axes. I wish to
> concatonate them into a single
Hi,
check out the setEuler method of the Transform3D object, perhaps it is
possible to first use the method to set the three rotations to a matrix and
then to retrieve the result? Never tested that, but I think it should work.
HTH
Wolfgang Kienreich
Hi,
Have you tried multiplying the matrix of each of these rotations to
get the resulting single rotation? That is:
let's say we have three rotations as follows:
rotation 1 0 0 x
rotation 0 1 0 y
rotation 0 0 1 z
you put them together by doing:
Transform3D xrotation = new Transform3D();
Tran
Hello,
I have a set of three rotations around the standar xyz axes. I wish to
concatonate them into a single rotation - I understood this to be called
Eigen axis- I guess there must be an algorithm, I believe the
aeronautical/space community need to do this. I've had a look at Matrix
and various
Dear Andy,
> Hi, I may bother you all too much, but I really want to know that how do I
> move the view in the virtual universe, like flying around, which is done by
> keynavigatorbehavior. Cuz I am trying to construct a house, and I can
> navigate inside. Thanks.
I'm unsure from your question
Marc,
I've got a Quake 2 BSP loader at:
http://www.cokeandcode.com/j3d
There are quite a few free quake 2 levels.
The Quake 2 BSP loader hasn't really been tested tho,
Kev
Marc Palmer wrote:
>Hi,
>
>For testing some Java3D stuff we'd really like to load some good game
>"levels" so that we c
24 matches
Mail list logo