Title: Network Blitz
Hi Friends:
When I use MainFrame, I have to pass an object of Applet to it. Is
there any other file which has a similar function but can let the JWindow
passed? For example:
when I use:
new MainFrame(new
BasicRecipe(),sreenSize.width, screenSize.height-10);
Hi,
If you keep a referance to your original coord array then you can simply change the
values in that array directly in the
updateData() method. It goes something like the 'kinda-code' snippet below. If you use
BY_REF correctly you shouldn't need to
set anything other than the values in your or
Hi,
After an intermittent 12-hr period I finally decided
to put the monkey-typewriter-shakesphere theory to
test and came up with a remedial solution, that is
line.updateData( new GeometryUpdater() {
public void updateData(Geometry g) {
g = shape3D.getGeometry();
LineArray tempLine = (L
Why does GMatrix give a MismatchedSizeException when a multiplication requires the
size of original matrix (number of columns) to changed?
Example:
GMatrix test = new GMatrix (5, 2);
for (int i=0; i<5; i++)
for (int j=0; j<2; j++)
test.setElement(i, j, i*5+j);
GMatrix
Hi,
No, BranchGroup does not extend OrderedGroup, it extends Group.
Both OrderedGroup and BranchGroup are subclasses of Group class.
And ALLOW_CHILD_INDEX_ORDER_READ is a field of OrderedGroup, not Group.
So, you should change the below to
scene.setCapability(OrderedGroup.ALLOW_CHILD_IN
Dear all:
i thought a branch group extends OrderedGroup. so why am i getting an error
like
GraphicDisplay.java:763: cannot resolve symbol
symbol : variable ALLOW_CHILD_INDEX_ORDER_READ
location: class javax.media.j3d.BranchGroup
scene.setCapability(BranchGroup.ALLOW_CHILD_INDEX_ORDER_READ);
At 10:48 AM 21/01/2003 -0800, Kelvin wrote:
> Bug 4805822 is filed for this.
Thanks Kelvin. Much appreciated. Here's another one...
Still working with audio in Java3D 1.3.1b1, W2K, J2SDK1.4.1.
No hair left to pull out.
There seems to be a problem with priorities. If the priority
of a ConeS
Frederic Barachant wrote:
just a word about an error in the FAQ.
Entry 2 in texturing has a mistake:
"Java3D currently does not provide a mechanism to do a partial update of texture images."
Since 1.3, that is false. See ImageComponent2D.setSubImage(). That works wonderfully.
Thanks for spotting
Alessandro Borges wrote:
* Unable to get correct texCoords with a non null TexCoordGeneration
(GForce2), but color are good :((
Well, reason is quite simple. Default geometry generated by Sphere
contains {0} map for tex coords. You need {0,0} map - for both texture
units.
Add following code af
I would also suggest using OptimizeIt to see where your memory resources are going.
Very handy application that lets one see total number of objects allocated, percent
time spent in subroutines, and an allocation table to see when objects are being
allocated.
Sean
-Original Me
Hi Guy,
Bug 4805822 is filed for this.
Thanks.
- Kelvin
-
Java 3D Team
Sun Microsystems Inc.
Guy Carpenter wrote:
Here are some observations working with Java3D 1.3.1 beta 1,
for the benefit of anyone else warring with Java3D audio, and
for feedback to Kelvin et al at Sun.
Proble
Hi,
Florin thanks for the observation, I have now
implemented the switch group.
It seems to do the job, except there is one little
part of th app which I can't get right now:
I create a LineArray shape initial only having 2
verts, the ball's current position, however I then
need to be able to up
Here is my first steps to a have full Dot3 bump mapping:
But up to now I am have the following bugs ( I guess my bugs, not Java3D)
* Unable to run in OpenGL;
* Unable to get correct color with TexCoordGeneration (GForce2) set to null;
* Unable to get correct texCoords with a non null TexCoordGenera
>- i can't apply anything over the bump, as multitexturing is not working when using
>combine modes
>in current implementation. (Last time i had the j3d team, it was to be implemented
>for 1.4...)
Oh, just reading the dot3 tutorial from j3d.org.
"Actually there should be another way by using a se
just a word about an error in the FAQ.
Entry 2 in texturing has a mistake:
"Java3D currently does not provide a mechanism to do a partial update of texture
images."
Since 1.3, that is false. See ImageComponent2D.setSubImage(). That works wonderfully.
==
>Correct. You have just described the correct function of the DOT3
>algorithm. Remember that DOT3 takes two vectors as input to generate a
>scalar value as output. One vector comes from the bump map, the other
>vector has to come from somewhere. That other vector describes what the
>light direction
Hmmm...interesting.
What I'm hearing is that it would be really cool if the XJ3D package could be
configured to work just as a loader of models (with none of the
event/interactivity stuff). That way, I would think you could get much more
efficient models because they could be optimized. You woul
Well, the answer for your case it's quite simple. Create all the balls,
behaviors and the other scene elements right from the beginning, then you
don't create any scene element, only modify paths and visibility. I would
make on top of all the balls a switch, so I would turn the balls on or off
when
Hi all, thanks for the input so far (Ben: I am having
a look a junit now.)
My reasoning behind this line of thought started from
a rogue claculation occurance that happens when the
balls are at a sharp angles to each other. I have
still yet to discover what is happening in these
somewhat rare case
> I've deleted the original email, but from the code snippet I remember
> seeing only the coordinate date being placed into the GeometryInfo
> structure. Maybe I missed where the texCoords and colors where being
> placed in as well. If you copy all information over to the GeometryInfo
> class the
Yes, you can use the system monitor. If you see that when loading the scene
your memory usage increses with 10 mb, then reset the scene and start all
over and the memory increases another 10 mb, and each time you repeat the
steps above the memory increses 10 mb, and after a while you see that the v
how are you measuring "used memory"? If using the system monitor thingy I
dont think it will show any internal releases of memory inside the JVM at
runtime.
Im sure I listended to someone say something about this at one point, but I
cant quite remember. I THINK the VM never releases resoursces tha
If the grid of vertexes is regular (x point by y points of constant
separation), Delaunay triangulation would not be needed, and is 1000x less
efficient than a regular grid triangulator that I have.
So i presume something must be wrong with the implementation.
Is it possible for your data to have
Haiquan,
Local eye lighting affects only the eye vector, and hence, just
the specular part.
BTW, your e-mail attachment was big enough to get people upset.
Just make the images smaller and low resolution.
Vaidya
>On Tue, 21 Jan 2003 10:33:05 +0900, Haiquan Yang <[EMAIL PROTECTED]> wrote:
>I r
Hi!
I can't help you yet, but i saw your work. You are doing a good job.
It's nice.
Best regards:
Levi
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]] On Behalf Of greg baboolal
Sent: Tuesday, January 21, 2003 11:26 AM
To: [EMAI
I'm not really up to going through code in detail, but from everything I've heard if
you want to keep a close eye on what is using resources where you want to take a look
at JUnit ( http://www.junit.org/index.htm ) which is the standard open-source java
unit testing tool. It is highly recommende
Hi,
I am trying to develop a billiard table system, and
still in its early stages.
At present there are only a few balls scattered around
the table.
When loading the app I notice that it initially takes
approximately 26,232k of memory.
after a couple of shots, depending on the strength of
the c
Nikolai V. Chr. wrote:
Nikolai V. Chr. wrote:
This seems strange to me, and I would like some insight into what is
taking so long down in mastercontrol, where the swing thread often stays
In fact, while this happens the CPU usage is very low. It also seems
like almost all the threads also n
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