Hello everyone,
ATM i am working on my mater's thesis and looking after some information on
usage of 3DNow! (SSE) in Java3D. I know that it is there but i need facts,
tables, speedup ratios etc. on this topic (concretely which areas are using it
actively, e.g. if i assmeble a simple scene with a r
Thanks.
But how does it help in any program?
I mean why would one use normalise() in his
program, does it help in any kind of function?
Jasmine Kwok
- Original Message -
From:
Patrick-Emmanuel
Boulanger-Nadeau
To: [EMAIL PROTECTED]
Sent: Wednesday, February 12
Normalising a vector is giving him the unitary
lenght, by definition. The function simply calculate the lenght (square root of
the sum of the square of each composant) and then divide every composant by it
.. so the function is really doing what it should =)
- Original Message -
Dear all,
Does anyone has any idea what exactly does the
normalize() in Vector3d does?
How come the length of the vector becomes 1.0 after
it is normalized, regardless of the values of x, y & z.
I need some explanation on this as the API does not
explain the method's function in details.
Hi All,
In the doco for Java3D for the Sound class it mentions:
"Data for non-streaming sound (such as a sound sample) can contain two loop
points marking a section of the data that is to be looped a specific number
of times. Thus sound data can be divided into three segments: the attack
(before
It may just be the Box. The Javadocs for the Box allow you to specify the dimensions
of the box, which one would assume refer to the total width, height, and depth.
However, the default constructor says that a Box with 1.0 for all the dimensions is
created, but that Box lies within the bounding
Hi all,
I've tried searching this mailing list but haven't found anything to answer my problem.
I'm placing primitives inside (transparent) primitives and have found that they have
different sizes despite being given apparently correct values.
Eg. I place a sphere of radius 0.5 inside a Box of
Dynamic Animation of 3d Human Models is easy ...
with Web3d.org's VRML based H-Anim Avatar & Java.
and Linda your "Man Lifting Hat" works with Java3d
( see below ) but using 'just' VRML is probably the
wrong way to go, combining VRML and Java is a probably
a better solution ( see below ).
L
> Date: Tue, 11 Feb 2003 12:41:53 +0530
> From: Anirban Bhadore <[EMAIL PROTECTED]>
>
> > This sort of progressive refinement scheme can be very effective with
> > immediate mode rendering API's when facing bottlenecks in the actual
> > rendering speed.
> I tried immediate mode rendering. Could no
The capability ALLOW_COLOR_INDEX_WRITE cannot be set in the constructor. See the
documentation for IndexedGeometryArray for what format values can be set in the
constructor.
The format values are ORed together in the constructor and if you look at the values
of the format constants, you will se
Please help me about the following questing.
The following call of tfa.setColors() in Line10 will result in an
exception
"GeometryArray: must be in COLOR_3 mode to use this method".
However if I delete the Line3, it works.
I really do not understand, even I do not delete Line3, the mode COLOR_3
i
No, NIO and ImageIO are not used. But the code is compiled with Java
1.4.1 and Java 3D v1.3
- John Wright
Starfire Research
Herkules wrote:
>
> John Wright wrote:
> >I've released version 2.20 of our 3DS loader. You can get it at:
> > http://www.mnstarfire.com/download/inspector3ds.html
>
> Jo
John Wright wrote:
>I've released version 2.20 of our 3DS loader. You can get it at:
> http://www.mnstarfire.com/download/inspector3ds.html
John,
thank you very much! To give you a first feedback, our app still works with
the new loader.
Do you use latest stuff like NIO or ImageIO?
- J
=
I've released version 2.20 of our 3DS loader. You can get it at:
http://www.mnstarfire.com/download/inspector3ds.html
This adds three features:
1) Improved file buffering - speeds up loading models greatly!
2) Ability to turn off loading textures.
3) Permanent texture cache - textures are
Do you have the addressing to get the areas of the faces? If so you
could do use Gauss' theorem.
Take a vector
U=(x, 0, 0)
Then
div(U)=1
and
V = volume_integrate(1)
= volume_integrate(div(U))
= surface_integrate(U . N)
(with N the outwards pointing normal
Hi all,
I have a Shape3D something like the attached file. I known the (x,y,z)
coordinates of all the vertices. All the angles are 90 and the thickness
is constant.
Is there a way to find the volume of shapes in JAVA3D?
I can divide the shape into small rectangles and find the areas but I
don't
There's a lot of talk here, but the main problem is: why do you need 2000 bg
? Do you really, really need to attach/detach every one of the bg's
individually ? Is there absolutely no way you can reduce the complexity of
the scenegraph ? For example, 10 bg with 10 tg operating on shape3d's *each*
co
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