Hello everybody!
My nickname is zaskwach. I'm a newby in the java3D API.
I'm trying to make a custom "animation file" that includes a morph node
with a
2-component GeometryArray array and a weight array attached to a
BranchGroup
Node.
Then I saved the BrachGraph structure with a RandomAccessFileCo
Excuse me! ". generated by Buffered Images..."
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] an
I managed to bypass TextureLoader using this:
**
java.io.File myfile = new java.io.File( myPath );
java.awt.image.BufferedImage myBufImage = null;
try { myBufImage = javax.imageio.ImageIO.read( myFile );}
catch (java.io.IOExcepti
>On Fri, 21 Feb 2003 09:52:56 -0700, White Morph <[EMAIL PROTECTED]> >wrote:
>It turns out that the link to the paper that I posted last time is just the
>preliminary version of the full paper. Here is the full version of the
>paper: http://www.mema.ucl.ac.be/~wu/FSA2716-2002/download/held00fist.p
Dear All, and Jonathan Leong,
> Why not just directly call System.exit(0); ?
My posting wasn't very clear. The code in the Behavior subclass
is calling System.exit(0), but it has to reset the GraphicsDevice
first to switch off fullscreen exclusive mode.
BTW, I think I've found a solution (hack,
Hi,
It turns out that the link to the paper that I posted last time is just the
preliminary version of the full paper. Here is the full version of the
paper: http://www.mema.ucl.ac.be/~wu/FSA2716-2002/download/held00fist.ps
I have written a quick and dirty triangulation class which always cuts
th
I understand a downward pick to perform terrain following is quite good
for that purpose, but is there a way to use it for forward/backward
collisions that would give you the same quality of detection as a
bounding box style? Would you just have to hope that the objects you
can collide with are la
Why not just directly call System.exit(0); ?
Jonathan
- Original Message -
From: "Andrew Davison" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, February 21, 2003 12:39 PM
Subject: [JAVA3D] Problems quitting a Fullscreen application
> Dear All,
>
> I've written a fullscreen a
John,
Nicely put, particularly the last paragraph. This was what I was trying to say,
but without the eloquence !
Rob
John Wright wrote:
We also use a downward pick to perform terrain following and it works
fine. The "trick" is to make sure that the ground is broken into pieces
so that the det
We also use a downward pick to perform terrain following and it works
fine. The "trick" is to make sure that the ground is broken into pieces
so that the detailed pick isn't slow.
In my opinion it all depends on how you have the data for your terrain.
We make no distinction between buildings and
Florin,
It's worth reiterating that the pick based method is not expensive.
If I disable all my picking, my frame rate only goes up by about 5%, which is
pretty cheap. The GC is a really a minor side issue - I only mentioned it since
it's my most recently encountered problem.
Rob
Florin Herinea
That depends on how you construct your app & models. Yes, if you have a fast
computer, then picking can solve many things. If you have lots of memory,
then you can solve also the problem of garbage collection. Just disable it.
Otherwise try to make compromises. Use picking if it is appropiate. Use
Florin,
This is horses-for-courses obviously, and which to choose will depended on the
app concerned.
For *my* app, I want the moving of the objects to be sensitive to the actual
geometry of the scene. If I move to a 'simplified model' I have the burden of
maintaining that model, and it doesn't d
Pasi,
I've not tried exactly this, but I know that I can run Java3D on one Solaris box
(2x400Mhz E250 with only has a 2D graphics card) send have the output to a
remote XWindows display (1x900Mhz SunBlade2000 with a 3D graphics card). The
performance is poorish as you might expect, but it works, a
Exactly, you've got the ideea. Those arrays can be very small and that kind
of picking is extremely fast, with no garbage generation.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Andy Gombos [mailto:[EMAIL PROTECTED]]
Gesendet: Freitag, 21. Februar 2003 13:31
An: [EMAIL PROTECTED]
Bet
I think the simplified model would need to be more complicated than a simple
2d array eventually, to handle multi-story buildings and the like. Arrays
(or whatever construct you desire) would need to be stored for each level,
and the class would automatically determine the correct plane to check f
Hi
We have encountered weird behaviour with Linux J3D 1.3
Off screen rendering code crashes the system with message:
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 11 occurred at PC=0x4DCE90DE
Function=Java_javax_media_j3d_Canvas3D_createOffScreenBuff
As you say, it's valid to use it every frame and so on, but I wouldn't do
it. For the type of thing you are doing, as I could see from your posted
image, I would use a simplified model to do the picking, eventually an
*extremely* simplified model, like a b&w height bitmap. Knowing the distance
to t
Hi
Has anybody installed Java 3D to a Solaris
box without graphics card? In theory this should
be possible with MESA 3D library or am I missing
something?
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the
Florin,
The trouble is that the Locale.pickAll() and Shape3D.intersect() is that they
are essentially the *only* mechanisms provided by Java3D for testing for
intersections between ray, segment, etc and geometry in the scene.
Yes, calling these from a user interaction as a result of a mouse click
Hi I posted the below. Wanted to tell you why i had
this strange goings on.. others may be expeiencing it too!
Having experimented much on textureing to a simple
GeometryArray i have concluded that my code for creating Geometry, setting
normals, texture Coordinates and a textured appearance
1. nope, it's not working. You need two different appearances. The shape
object is NOT making a copy of the appearance object, but it's using it's
reference. So when you change the texture unit state for the second shape it
will also change it for the first shape, since they share the same
appearan
There are several caches in the system. For example, if you load gif, jpeg
or png textures using TextureLoader, that one is delegating to
java.awt.Toolkit to load and decode the images. That's why the TextureLoader
accepts only filenames as strings or url's, to match the Toolkit api (it's
quite ann
I think that "picking" should simply do that. I mean you move the mouse over
the screen, and "pick" something. In that case you need the whole picking
framework, and since the picking is done only when you click the mouse, it
shouldn't generate so much garbage. After all, how quickly can you click
Andy, Kevin,
(*Disclaimer*: I'm not part of the Java3D group, the following is through
experiment).
I'm getting good results by using picking to follow my terrain. This allows to
do additional things like allow the user to move the ViewPlatform into a house
and up a flight of stairs, without spec
Wow, so my first guess hit bullets eye! *proud*
> > 2) Setting the view platform transform in preRender() may be
problematic.
>
> I've confirmed that this is the problem.
>
> Even though you're updating all your objects and the view platform in
> the same Renderer thread (through the preRender())
26 matches
Mail list logo