A major theme of the conference was that Java wanted to take back
the desktop, and that gaming was going to be a major part of
this. Out of curiosity I went to the graphics related sessions
and asked around a bit to see what was up. Here are my somewhat
fuzzy recollections...
I thought it odd tha
> Date: Fri, 20 Jun 2003 12:30:39 -0400
> From: "Young, Jason" <[EMAIL PROTECTED]>
>
> In a bold/naive leap into the dark, I extracted view and projection matrices
> from ViewInfo and compared results between
> 1) using the normal mode
> 2) going into compatibility mode and putting the obta
I tried the following
Cylinder cylinder=new
Cylinder(); cylinder.setAppearance(app); Transform3D
t2 = new Transform3D(); Vector3d vec = new Vector3d(-3.0d,
-1.0d,-2.0d); Matrix3f matrix=new
Matrix3f(); matrix.set(new
AxisAngle4d(vec,40d)); matrix.setIdentity(); t2.set(matrix)
I want to set a Point3d object as an argument in
the method and then the cylinder to orientate accordingly to that point (maybe
vector). Is this possible?
- Original Message -
From:
Zak
Nixon
To: [EMAIL PROTECTED]
Sent: Friday, June 20, 2003 9:15 PM
Subject: Re: [JA
Actually not a translation, but a rotation.
I have coded a crude molecular viewer.
When the user clicks upon a particular residue I would like the molecule to rotate
placing the selected residue as close as possible to the view camera.
Therefore I would need not only to rotate the residue center p
I got the TrancutedCone to meet my requitements and everything is all right!
- Original Message -
From: Allan Ash <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 20, 2003 11:27 PM
Subject: Re: [JAVA3D] Cone with 2 radius
> The problem is their use of modified versions of
c
The problem is their use of modified versions of com.sun.j3d.utils.geometry
modules (Primitive, etc.) in their Shape library. It took a while to get
those built, too, since they reference each other. It'll be a rainy weekend
here, so maybe I'll get to finish mine.
-Allan Ash
Software Arts, Inc. -
Kevin Glass wrote:
I'm still getting over the shock that java3d doesn't currently take lots
of shortcuts inside the native layer..
It stills need to call opengl at some point. Only thing you gain by
creating your own intermediate native layer (instead of direct JNI
translation of opengl like jogl/
Could you send it to me? Thank you in
advance!
- Original Message -
From:
Zak
Nixon
To: [EMAIL PROTECTED]
Sent: Friday, June 20, 2003 9:15 PM
Subject: Re: [JAVA3D] Rotate a Cylinder
within the x,y,z axis
I have a method that calculates a rotation matrix
th
I have a method that calculates a rotation matrix
that will do what you need. If you want me to send it to you , I
will
Zak
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Friday, June 20, 2003 12:57
PM
Subject: [JAVA3D] Rotate a Cylinder
wi
I have a Cylinder that starts from a
P1(x1,y1,z1) so i want to rotate and the other edge to be located by another
point P2(x2.y2.z2) adjusting its height in order to reach the second
point
Thanks in advance
w.r.t. the J3D Viewing architecture, I've read much of this already (the
spec and the class API - which were as you said not very helpful) but it
looks like I have a lot more reading to do for the next few days...
In a bold/naive leap into the dark, I extracted view and projection matrices
from Vi
I have the bottom and the top point. I want to
generate the above cone according to these points
If i use a texture by reference with de following
types
BufferedImage.TYPE_3BYTE_BGR +
ImageComponent.FORMAT_RGB
then i paint the getGraphics() of the BuffredImage,
will the view3D be updated straight?
--Auguste GenovesioQuantitative Image
Analysis GroupInstitut Pasteur25, rue du Doct
You can also do this:
import javax.vecmath.*;
Point3d P1(x1, y1, z1);
Point3d P2(x2, y2, z2);
double length = P1.distance(P2);
-Original Message-
From: Nick Stark [mailto:[EMAIL PROTECTED]
Sent: Friday, June 20, 2003 10:06 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] length question
length = sqrt ( (x2-x1)^2 + (y2-y1)^2 + (z2-z1)^2)
What is the length between 2 points? Let's assume P1(x1,y1,z1) and
P2(x2,y2,z2)
What is the (P1P2)=?
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the
What is the length between 2 points? Let's assume
P1(x1,y1,z1) and P2(x2,y2,z2)
What is the (P1P2)=?
I agree with Florin.
And I'd like to remember that OpenGL is good, but DirectX support is a must.
As you know, some video cards has poor OpenGL implementation, but has good
Direct3D performance. That is why Java3D has both versions.
Other point :
3D OO is heavy to run. Java or C++. Over OpenG
Right, got ya..
Florin Herinean wrote:
Well, I didn't actually said that there are no
shortcuts in the native layer. I simply don't know anything about that.
But with the current trend in hardware rendering/graphic drivers, I'm expecting
those shortcuts to be present there,
Well,
I didn't actually said that there are no shortcuts in the native layer. I simply
don't know anything about that. But with the current trend in hardware
rendering/graphic drivers, I'm expecting those shortcuts to be present there,
and not in the high level api.
For
example, the tests
Isn't that a simple translation ? Did I understood wrong ?
Transform3D.set(1.0 /*scale*/, new Vector3d(B.x - A.x, B.y - A.y, B.z -
A.z));
Cheers,
Florin
-Ursprüngliche Nachricht-
Von: Chris Fenton [mailto:[EMAIL PROTECTED]
Gesendet: Freitag, 20. Juni 2003 14:54
An: [EMAIL PROTECTED]
B
Transform3D t = new Transform3D();
t.setTranslation(new Vector3d(0.6,0.02,0));
Chris Fenton wrote:
Is it possible to generate the Transform Matrix
that moves polygon point A from (-0.5,0.08,0.1) to (0.1,0.1,0.1) for example.
Is there a good reference book(s) or site(s) for these kinds of operation
Is it possible to generate the Transform Matrix
that moves polygon point A from (-0.5,0.08,0.1) to (0.1,0.1,0.1) for example.
Is there a good reference book(s) or site(s) for these kinds of operations.
Just wondering.
Chris
Again, its once of these trade offs. With the current opinion being that
Java3D is too slow it would seem odd to move towards a more generic solution
(although in most cases I would see this as the far nicer thing to do).
I'm still getting over the shock that java3d doesn't currently take lots
This will give you a cumulative rotation. I use it to rotate my view
platform
when I want to rotate my view around the origin, but it should work for
anything.
/**
Rotates the specified transform about an axis
Specify "X", "Y", or "Z" for the axis.
If the string is not recognized, prin
á͹´ÃÙÇì à´ÇÔÊѹ (Andrew Davison) wrote:
I thought Gl4Java did have GLUT libraries?
But I notice that the reference to them on the GL4Java docs page
(http://gl4java.sourceforge.net/docs/overview/benefits.html) no
longer works.
jogl is the project that took over.
The JOGL home page (http://copa.p
You have a problem with setting the angles. In your sequence:
Rot.rotX(angleX);
Rot.rotY(angleY);
Rot.rotZ(angleZ);
Rot will contain only the last call, since each rotN will *replace* the
previous one. They are not cumulative !
You should use setEuler instead.
Chee
Hmmm. It *must* map to something. ogl, directx or anything. java3d is not
"drawing" anything by itself, instead it uses a native api to make hardware
rendering. I think (but I'm not the expert) that the most of the *java* code
is somewhat neutral, and the native java3d libraries deals with specific
Well, what I found interesting is that the
earlier versions of Direct3D were horrible,
and that the later versions began looking
awfully similar to OpenGL. So it wouldn't
surprise me if Canvas3D, etc, looked more OGL
friendly than DX.
But then M$ never "borrows" ideas from others
do they?
Some
Sorry, I hadn't looked.. in that case, couldn't java 3d be sped up by
changing the architecture so it doesn't map to OpenGL..
Kev
Florin Herinean wrote:
Did you have a look into the source code of some core java3d (decompiled)
classes ? Or even look with javap at member definitions ? For example,
Did you have a look into the source code of some core java3d (decompiled)
classes ? Or even look with javap at member definitions ? For example,
almost all of the native methods present in Canvas3D have *direct*
counterpart in opengl. I don't think that java3d will loose performance by
replacing th
> > Don't think so. There already is an 'efficient opengl-based scene graph
> > written in Java'.
> >
>
> there were already OpenGL bindings for java too, didn't stop them.
Ok, your point :)
But the other OGL bindings haven't been Suns
=
Finally I managed to generate a truncatedCone object and show it on the
screen, but the problem is that i want to add the caps top and bottom. The
problem is when i am trying to compile the source TruncatedCone.java
How can i compile it without these errors?
- Original Message -
From: á
oerg 'Herkules' Plewe wrote:
There he mentions "jsg - an efficient opengl-based scene graph
written in Java (not yet available)".
Perhaps this is what will be offered on top of JOGL.
Don't think so. There already is an 'efficient opengl-based scene graph
written in Java'.
there were already OpenG
> There he mentions "jsg - an efficient opengl-based scene graph
> written in Java (not yet available)".
>
> Perhaps this is what will be offered on top of JOGL.
Don't think so. There already is an 'efficient opengl-based scene graph
written in Java'.
>
> Did anyone attend this session?
>
Yes, m
One of the sessions at JavaOne was:
"Advanced OpenGL for the Java Platform"
http://servlet.java.sun.com/javaone/sf2003/conf/sessions/display-2125.en.jsp
One of the speakers was Christopher Kline who has an (old)
Web page at the Media Lab:
http://web.media.mit.edu/~ckline/
There he mentions "jsg
If you were to base a Java 3D implementation on top of a native binding to
OpenGL (any binding) how could you hope to gain back any speed? Isn't one
of the benefits of not implementing ontop of an OpenGL binding that you can
do more on the native side and reduce the number of calls across JNI?
Thank you for your response. I tried to compile the TruncatedCone.java but i
recieved the following errors. Not a few :)
---
D:\java\Java3d Project\tests\Hard tests\TruncatedCone.java:80: cannot
resolve symbol
symbol : class Primitive
location: class shape.Tru
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