karen smetana <[EMAIL PROTECTED]> schrieb am 13.06.2003, 00:51:30:
> Did you hear any news about that new media api JSR-184(the one that is a
> scenegraph subset of java 3d modified+opengl)? There is apparently supposed
> to be some news about that and I'm wondering if there was anything cool
> ab
The only news I'm aware of is that JSR-184 is in Community review phase.
The spec can be found at: http://www.jcp.org/en/jsr/detail?id=184&showPrint
OpenGL-ES info can be found at: http://www.khronos.org/
JSR-184 isn't a subset of Java3D (although it is Java, 3D, and scenegraph
based).
As earlie
Did you hear any news about that new media api JSR-184(the one that is a
scenegraph subset of java 3d modified+opengl)? There is apparently supposed
to be some news about that and I'm wondering if there was anything cool
about that?
From: [EMAIL PROTECTED]
Reply-To: Discussion list for Java 3D AP
Being here right in place, I can tell you that I didn't catch up any
news about it.
Seems a bit they avoid to talk about it
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Martin Frey wrote:
Hi
I wrote a simple VRML97 / OBJ SceneGraphViewer.
And here's my question:
1. Why is the VRML SceneGraph so confusing?
2. Why can't ObjectFile load Textures from a mtl-file stored in a jar-file?
VRML allows a node to be added/removed at any time. So all grouping
nodes have to
Alessandro Borges wrote:
Thanks, Kelvin.
So if I use a GraphicsConfigTemplate3D with depthBuffer set as zero, all
those video cards with wrongly reported depth buffer (Matrox, Kyro, etc)
will works as well the video cards which reports the correctly values?
It depends on the driver, passing dept
> Date: Thu, 12 Jun 2003 11:06:16 -0700
> From: Monica Sleumer <[EMAIL PROTECTED]>
>
> I have had similar problems with Text3D before, when some letters would
> inexplicably rotate themselves into a new location in the universe, even
> without a RotationInterpolator present. I was never abl
Hi
I wrote a simple VRML97 / OBJ SceneGraphViewer.
And here's my question:
1. Why is the VRML SceneGraph so
confusing?
2. Why can't ObjectFile load Textures from a
mtl-file stored in a jar-file?
I made a simple scene which contains only a
box with a texture and exported it into a WR
Thanks, Kelvin.
So if I use a GraphicsConfigTemplate3D with depthBuffer set as zero, all
those video cards with wrongly reported depth buffer (Matrox, Kyro, etc)
will works as well the video cards which reports the correctly values?
I mean, a template (GraphicsConfigTemplate3D) depthBuffer settin
Folks,
What's the latest news on Java 3D ? The games Weblog @ java.net
seems to be a dead end. Anyone knows anythingespecially
on where to find the announcements if any on Java 3D ???
TIA
Raj Vaidya
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I have had similar problems with Text3D before, when some letters would
inexplicably rotate themselves into a new location in the universe, even
without a RotationInterpolator present. I was never able to consistently
create the problem though.
So I think the problem lies with Text3D, not with Rota
Alessandro Borges wrote:
Florin is right.
But I still confuse :
* What is the real meaning of that info given by pixfmt ? Seens the
asked depth buffer in DirectX, but strange values in OpenGL...
* Does Java3D DirectX always uses as "default"
depthbuffer D3DFMT_D24S8, i.e, 24 bits of depthBuffer
Has anybody else run into this issue? I have a rotating
cube, running on a basic RotationInterpolator, and
some nearby Text3D objects. The Text3D is not on the interpolator, but at
apparently random times, the cube will snatch letters out of the text, and begin
to rotate them along with the
Ben Moxon wrote:
Afternoon all,
I'm wondering if anyone can shed any light on why I can't load a really simple .wrl file in using a VRML97Loader. I'm not really very up on VRML and it's relationship with Java3D, so I am quite possibly being entirely lame here, but the code I have is like this:
Florin is right.
But I still confuse :
* What is the real meaning of that
info given by pixfmt ? Seens the asked depth buffer in DirectX, but
strange values in OpenGL...
* Does Java3D DirectX always uses as "default"
depthbuffer D3DFMT_D24S8,
i.e, 24 bits of depthBuffer plus 8 as stencil
Gina Zarzano wrote:
I keep getting this error:
Java 3D
can't attach Z buffer to back buffer
DDER_CANNOTATTACHSURFACE
Any help would be appreciated
Try (in this order..)
(1) Switch to other display mode such as 16/32 bit.
( don't use 24 bit color mode)
(2) Upgrade to Java3D v1.3.1 (which use
Alessandro,
I tried this on my machine here:
Windows2000
Java 1.4.1_01 & Java3D 1.3
NVIDIA Quadro2 Pro
My desktop color depth is set to 32bpp.
However, all passsed except the 32bpp.
Here is the output:
Depth Buffer size 32
GC null
Smith, David wrote:
1) Finding the right timer. System.currentTimeMillis is
OS dependent. Others created JNI to the OS(Windows for example
to call QueryPerformanceTimer()). Some were saying look at
JMF, Timer. So is there a final verdict on what is the
best cross-platform timer to use?
com.s
Afternoon all,
I'm wondering if anyone can shed any light on why I can't load a really simple .wrl
file in using a VRML97Loader. I'm not really very up on VRML and it's relationship
with Java3D, so I am quite possibly being entirely lame here, but the code I have is
like this:
VRML97Load
Does anyone have any tips or heads-up on developing
your own animation system in Java3D? A couple requirements
are the ability to animate at all levels, object, geometric,
and geometry attributes. Also, I want to be able to
control the playback rate/frame rate.
I have browsed the archives and
I think I've the same card as John. WinXP reports it as a 16 MB ATI Rage
128 Ultra. I get different behavior in OpenGL and DirectX. Attached are
the logs and exceptions. DirectX didn't have any, yet OpenGL failed the 32
bit.
- Original Message -
From: "John Wright" <[EMAIL PROTECTED
Hello All,
I think that it might be interesting for those who wants to know why
antialising is not working with nvidia GeForce 2 graphic cards and older.
Just read the below answer from nvidia.
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Nick Triantos [mailto:[EMAIL PROTECTED]
Gesende
There was nothing to get from the stack trace. What you get was exactly what
I get. The graphic configuration for 32 bit z-buffer was null, so the first
cube was created with the null gc -> "default" best configuration, which in
my case, and probably your too, is 24 bit z-buffer.
The error panel i
Thanks, I will try it out, and let you know how it goes
-Zak
- Original Message -
From: "Rob Nugent" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 12, 2003 10:19 AM
Subject: Re: [JAVA3D] Switch Groups
> Zak,
>
> Something like the following might work. (View in a f
Alessandro,
Your new code looks the same on the graphics display - the top row is a
spinning cube labeled "Buffer:32" then no cube and "depthBuffer 32
Failed!" then another spinning cube labeled "Buffer:24".
The console dump (sorry not testing on same machine as e-mail so tough
to cut and paste)
Zak,
Something like the following might work. (View in a fixed-width font!)
bg
/ \
/\
/ vsg2
/|
/sw1
| / \
vsg1 / Y
| /
lk1lk2
| |
\/
\ /
sg1
|
X
Key:
b
Thanks for testing, John.
Do you get the 32bit depthbuffer failed and the cube is spinning ?
I guess there is another exception raising from elsewhere after the canvas3D
creation. But I was not expection for Exceptions raising in the another
places...
If you could test the attached code, with ex
Well, I would only like to have two canvas',
one to display the content at all times
and the other to display the content some times, and then
other times swapping out with other content.
I am looking to construct minimial number of canvas' if possible.
Zak
- Original Message -
From: "
Zak,
Take a look at the ViewSpecificGroup class, maybe you can do what you want by using a
different View to render into each canvas.
hope this helps,
Carlos
-Original Message-
From: Zak Nixon [mailto:[EMAIL PROTECTED]
Sent: quinta-feira, 12 de junho de 2003 11:25
To: [EMAIL PROTECTED
Thank you again.
You are right, my image is wrong. I am working with images in DICOM
format, which I convert to awt.Image, with an IndexedColorModel, where I
set the transparent color to 0. Then I use JAI.convert("AWTiamge",img)
and there I am loosing the transparent color. I gave for a fact that
I have one canvas that contains a BranchGroup with
my environment(universe). I always need that displayed in that
canvas.
Canvas
|__ Content (BG)
I also have another canvas that needs to display 3
different sets of nodes, one of which needs to be the above environment
content.
The
I run
on a dell computer with an nVidia GeForce4 440 Go.
The
application fails on 32 depthbuffer.
All
other cancas3d look ok.
The
output is as follows:
Depth
Buffer size 32GC
null***
ERROR: Canvas3D constructed
Alessandro,
I've tested on a "16MB ATI Rage 128 Ultra" for you. I do get seven
spinning cubes and one "failure"? labeled: 32, (blank with "depthBuffer
32 Failed!"), 24, 16, 12, 10, 8, 0. So I'm not sure if it failed on
anything or not. Are you testing 32 bit in two ways?
- John Wright
Starfire
Hm. I've just learned that my video card GeForce2 MX 200 doesn't support 32
bit Z-buffers. Thanks Alessandro for the test program. Although I see the
cube in all 7 boxes, the output of the program is pretty clear: in the case
of the 32 bit Z-buffers it has defaulted to 24.
Cheers,
Florin
Depth B
Alessandro -
Yes 32bit looks the same as the others. i.e. I see a spinning cube in all 7
Canvas3Ds.
Rob
Alessandro Borges wrote:
Thank you, Rob
I guess you have all canvas working properly, right?
In my test bed (Savage4), the 32bit depthBuffer canvas doesnot show the
cube. I think it
The image in "ImageDemo.java" seems to work (sort of),
I get the image in the lefthand corner, but no other labels.
Zak
- Original Message -
From: "Zak Nixon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 12, 2003 7:56 AM
Subject: Re: [JAVA3D] Overlays from J3d.org
> I
I have ran the examples off j3d.org (i.e. LabelDemo)
but I get no labels. Can someone that has that demo working, send me a
screen shot of what it is supposed to
look like?
Thanks
Zak
- Original Message -
From: "Justin Couch" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, Ju
I got the same error when I try to run Java3D
at 800x600 full screen in Voodoo2 video card, some time ago
...
I workaround it by reducing my 3D canvas
(640x480).
I think there is another ways to fix it, as
disabling double buffering, but I never test it...
Alessandro
- Original Mess
Hi,
I think this works too. But, i didnt want to touch the code. Hence, changed
the Z-Buffer settings to 32 bit.
Thanks,
Raghav
John Wright wrote:
I scribbled a tech note to myself about the Matrox a while ago that it
needs:
template.setDepthSize(0)
I'm not sure if that would help you
Thank you, Rob
I guess you have all canvas working properly, right?
In my test bed (Savage4), the 32bit depthBuffer canvas doesnot show the
cube. I think it is becouse the 24(depth) + 8(stencil) buffering adopted by
major video card makers, so there is no real 32bits depthBuffer ...
Al
Anyone looking for stuff about the lwjgl might want to go to
http://www.puppygames.net/forums/ where most of the relevant people can be found since
jgo.
-ben
-Original Message-
From: Justin Couch [mailto:[EMAIL PROTECTED]
Sent: 11 June 2003 19:52
To: [EMAIL PROTECTED]
Subject: [JAVA3D]
Alessandro,
Looks good as far as I can tell on Solaris 9/Expert3D-Lite.
Output attached.
Rob
Alessandro Borges wrote:
Hi,,
I appreciate very much if someone, specialy owners of video cards as
Matrox, Kyro, and other not so common brands, could test the attached
code, to check how Java3D
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