Frederic Barachant wrote:
Okay, here is what i saw in your demo.
Sometimes, coloring of the bump map changes (no blue and red).
You're seeing blue and red in the bump mapping?! I think you've got
other problems! If you are seeing that, then you don't have texture
combine mode and/or DOT3 bumpmappin
At 07/03/2003 23:11:00, you wrote:
>Frederic Barachant wrote:
>> DemoFrame java source seems to be missing...
>
>Oops. Fixed.
>
Oh, the program crashes each time i exit (dr watson..), so it's a native crash.
(ps)
I'm on a dell inspiron 8200, radeon 9000, XP, jre 1.4.1_02 from sun, latest openg
At 07/03/2003 23:11:00, you wrote:
>Frederic Barachant wrote:
>> DemoFrame java source seems to be missing...
>
>Oops. Fixed.
>
Okay, here is what i saw in your demo.
Sometimes, coloring of the bump map changes (no blue and red). That was related to
angle, that is,
if i rotated to a certain point,
Frederic Barachant wrote:
DemoFrame java source seems to be missing...
Oops. Fixed.
--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler http://www.yumetech.com/
Author, Java 3D FAQ Maintainer http://www.j3d.org/
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DemoFrame java source seems to be missing...
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Hi,
I tried this approach, but still the color change updations are not taking
place as expected. The following is the sequence of operations.
In application class (GUI).
1. Change background color of Canvas3d (from black to white).
2. Set flag to false. (Canvas3D preRender check flag).
3. Ch
Justin.
I've been also having problems with textured background. Sometimes, the texture simply
disappeared
drawing only a white background. contrary to your example, i had no dynamic thingy, it
was just a
background with a texture. Also, the mapping modes of the objects that were in front
of the
I'm seeking a little help from the more advanced J3D users to help track
down and isolate some bugs I've been having with both Multitexture and
cubic environment mapping. I've already sent the details off to Kelvin
and I have a bug Id (4829458) for it, but the bug report is quite
nebulous, so I'm h
> Date: Fri, 7 Mar 2003 17:17:22 +0100
> From: Karsten Fries <[EMAIL PROTECTED]>
> Organization: LION bioscience AG
>
> i mean if you compare the standard stereo to that one compatibility mode gave
> me i have the evidence. before i had a slight impression that my object is in
> front or in
> Date: Fri, 7 Mar 2003 17:17:22 +0100
> From: Karsten Fries <[EMAIL PROTECTED]>
> Organization: LION bioscience AG
>
> > So the orientations of the eyes don't matter, just their positions
> > relative to the canvas. Your real eyes will converge and diverge
> > depending upon the depth in
On Friday 07 March 2003 16:51, Dola Woolfe wrote:
|| Hi,
||
|| I use j3d in a servlet that produces an image. Every
|| time the servlet is envoked, I create a Universe stick
|| a few objects into it, render to an offscreen canvas
|| and I get my BufferedImage.
||
|| The problem is that it works (an
Hi Mark,
thanks for your remarks, but i do not completely agree with you. At least compared
with the things i experience with my settings.
>
> > but the eyes look parallel into the scene. how can i focus them on a
> > specified point?
>
> It sounds like you might be confused about the eye basi
Hi,
I use j3d in a servlet that produces an image. Every
time the servlet is envoked, I create a Universe stick
a few objects into it, render to an offscreen canvas
and I get my BufferedImage.
The problem is that it works (and works great!) only
the first time around! It *always* fails the second
Thanks for this information. I must have skipped over it when I read
through the docs earlier. I will investigate this more and see if a
solution lies here.
Nick
|-+-->
| | Florin Herinean|
| | <[EMAIL PROTECTED]|
|
You are at a dead end with that aproach. You cannot bypass the constructor.
There may be a solution using replacement objects. Except from
Externalizable API docs:
"An Externalizable instance can designate a substitution object via the
writeReplace and readResolve methods documented in the Serial
Thanks for the response. However, to construct a geometry array, one of
the parameters that must be passed is the vertex count, which is simply an
integer. If you pass 0 as the vertex count, then I have not been able to
later increase this vertex count which has been the problem here. Any
ideas
Pasi Paasiala wrote:
Hello,
Does anybody of you know an algorithm to find the largest area rectangle
enclosed in a polygon?
Alternatively I could use a check that could say if a rectangle of a
given size fits inside a polygon or not.
The polygon doesn't contain holes, but it can be concave.
For
for
adding and removing the geometries from the Shape3D, you do not need to detach
the parent BG. Only thing you have to take is that the geometries which you are
adding into the shape are of same type.
nitin
-Original Message-From: philip robinson
[mailto:[EMAIL PROTECTED]Sent: F
Hi folks,
I have created an application that imports 3D geometry and then creates are representation of that data on the canvas 3D. How can I import different geometry whilst the scene graph is live, do I need to detach the BranchGroup first or what?
Any ideas guys?
PhilWith Yahoo! Mail you can get
The point is after you change color of a
geometry array in the scene graph, make sure that preRender() is getting called,
before you do what you are doing in the postSwap().
Now preRender(), postSwap() etc gets called
automatically by the j3d renderer thread and you shoould not call them
e
Hi,
Thanks for the reply. Actually what i meant by frame delay is that we are
incrementing a counter in preRender and dumping the JPEG after that in postSwap
instead of postRender. Below is the section of the preRender code.
if(saveAsJpegFlag == true)
{
if(updateCounter
> I know that Scenegraph updations
> and Renderer threads are parallel and i have ensured that the JPEG image
> is captured with a delay of one frame in the postSwap of the extended
> Canvas3D object. The color change updations are very inconsistent.
Does this mean that after you update the color
Hi,
I want to know how to ensure Scenegraph updations get reflected in
Renderer consistently. I have a Java3D code which consists of a
Scenegraph with many Branchgroups (in turn having GeometryArrays, Morphs
etc) depicting an FE mesh. I need to change the color of one particular
Morph containing a
Hi Nick,
Not sure if this is what you're looking for, but in cases I don't know the
size of the array beforehand, I do the following:
At initialization (so, before the first constructor) I declare:
float cords[];
And inside the constructor, just before the GeometryArray, when the number
of vert
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