All I can say, is that you appear to be one of a very few (or a one
project) that has noted all these problems. Maybe the project you're
working on isn't suited to Java3D, maybe the way you're thinking about
it isn't suited to Java3D. Either way, you're not talking about a
general case here..
In ma
On Thursday 26 June 2003 04:35, Michael wrote:
> So, I note that Java 3D has built in loaders for .OBJ and .L3D
> The important question is can Maya 4 export to either of these file types?
>
> In the case that it can't, does anybody know of a place where I might get a
> loader for Maya files?
> Tha
I am running the 1.3 version of java3d from blackdown on Red Hat 9 with
the 1.3.1_08 JDK.
I am using the "immediate mode" of rendering and
after clearing the graphicsContext3D and drawing the scene when I call
swap on the canvas3d the canvas deadlocks. I am doing everything from
within the same
MisterXen wrote:
huge overhead, since I have to manage "visible"-state for each sphere
primitive and management of the states is a real pain! And building a
complete scene tree for each frame is impossible! In OpenGL I can do per
frame (immediate mode) what I want to draw! Any ideas how I could do
N. Vaidya wrote:
On Wed, 25 Jun 2003 15:06:27 -0700, Kelvin Chung <[EMAIL PROTECTED]> >wrote:
Bug 4884065 - Memory leak in SetLiveState when branchGroup remove
is filed for this.
Actually this is not that serious as the memory will free next time
the same SimpleUniverse is used. Otherwise y
Hi Jeremy,
I´m sorry that I have to insist on my opinion and I can't agree with
you. I
don't see the point, why using scene graphs makes your life easier!?!
erm, cause it does everything I need without having to re-write it
myself, if I
load an object from say an AC3D file I have one of two choices
I forgot to add that the memory leak that I mentioned happens usually
with textured objects. It is possible that these are the ones in my app.
which have such high memory footprint to be conspicuously evident as a
leak.
Raj
>On Wed, 25 Jun 2003 16:32:43 -0600, N. Vaidya <[EMAIL PROTECTED]> wrote:
>On Wed, 25 Jun 2003 15:06:27 -0700, Kelvin Chung <[EMAIL PROTECTED]> >wrote:
>
>Bug 4884065 - Memory leak in SetLiveState when branchGroup remove
>
>is filed for this.
>
>Actually this is not that serious as the memory will free next time
>the same SimpleUniverse is used. Otherwise you can always
> Date: Wed, 25 Jun 2003 23:49:28 +0200
> From: MisterXen <[EMAIL PROTECTED]>
>
> We use a stereo projector for our application but I was not able to
> produce that format with Java3D (it needs field sequential stereo view
> or column interleaved) thus it's kind of worthless :(
The default
White Morph wrote:
Hi,
I have a very simple test program. A button to add an object(Sphere) every
time, another button to delete an object every time. If I deleted all the
objects that I added, I suppose there should no BranchGroup, Sphere,
Material objects left in the memory if there is no memor
MisterXen wrote:
I´m sorry that I have to insist on my opinion and I can't agree with you. I
don't see the point, why using scene graphs makes your life easier!?!
erm, cause it does everything I need without having to re-write it myself, if I
load an object from say an AC3D file I have one of two c
Hi Paul,
Java3D isn't a High-Level-API: Okay, maybe it is what some people think
high-level is, but in detail it is no more than a wrapper for OpenGL,
touching the concept of scenegraphs. Most calls seem to be a 1:1
wrappers
for OpenGL and the more I got involved into native OpenGL the more
t
> Java3D isn't a High-Level-API: Okay, maybe it is what some people think
> high-level is, but in detail it is no more than a wrapper for OpenGL,
> touching the concept of scenegraphs. Most calls seem to be a 1:1 wrappers
> for OpenGL and the more I got involved into native OpenGL the more the
Justin Couch wrote:
I would be. From what I've seen publically, nobody at Sun is working on
J3D any more. Kelvin, I believe is taking bug reports, but not doing any
bug fixes. Mark Hood is floating around but no idea what he's doing
these days, and that's it. There's nobody left. DougT isn't worki
Hi Jeremy,
The scenegraph-"capabilities" of Java3D are more debilating
than of any use.
I couldn't disagree more, it's java3ds scene graph stuff that makes it
worth
using in spite of any other short comings. Not having to worry about the
low
level stuff (transparency sorting etc) means you can wor
Paul Gordon wrote:
Hmm. First, no one from Sun has directly said to my knowledge that Java3D
is in a "holding pattern".
The wording used was "stalled" - stated by Doug Twilleager. Same diff...
public comments about Sun's commitment. Even if it is in a holding
pattern, I would assume that means
No, Java3D 1.4 is in a "holding pattern". Actually, if you check out this
post:
http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=3D;action="">
You'll see that one Doug Twilleager (Chief Architect of Java 3D, and now
some other placement on JOGL) said exactly that.
Kev
Paul Gord
MisterXen wrote:
The scenegraph-"capabilities" of Java3D are more debilating
than of any use.
I couldn't disagree more, it's java3ds scene graph stuff that makes it worth
using in spite of any other short comings. Not having to worry about the low
level stuff (transparency sorting etc) means you ca
> I couldn't agree with you more.However we cant get all this things (to me
> the bug fixes are most important) while Java3D is in "holding pattern".
Hmm. First, no one from Sun has directly said to my knowledge that Java3D
is in a "holding pattern". And it certainly wouldn't be the place of the
Hi to all Java3D developers,
one year ago I started developing a scientific application with Java3D and
I collected experience with Java3D. I had some expectation in what one
could do with Java3D, but reality showed, that Java3D is somewhat limited.
The reasons:
Java3D isn't a High-Level-API: Okay
Hi,
I couldn't agree with you more.However we cant get all this things (to me
the bug fixes are most important) while Java3D is in "holding pattern".
Ivan.
From: John Wright <[EMAIL PROTECTED]>
Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Subject: Re: [JAVA
So, I note that Java 3D has built in loaders for .OBJ and
.L3D
The important question is can Maya 4 export to either of
these file types?
In the case that it can't, does anybody know of a
place where I might get a loader for Maya files?
Thanks.
- Michael
> >..
> >
> >What does JOGL give us? First it's given us confusion. Where do we
> >find it? Who is developing it? What is the long term
> commitment? Is
> >there decent documentation? Is there a built version for
> download (or
> >do we all have to compile it ourselves)? Will several dif
Hello,
..
What does JOGL give us? First it's given us confusion. Where do we
find it? Who is developing it? What is the long term commitment? Is
there decent documentation? Is there a built version for download (or
do we all have to compile it ourselves)? Will several different
people
Hi,
I have a very simple test program. A button to add an object(Sphere) every
time, another button to delete an object every time. If I deleted all the
objects that I added, I suppose there should no BranchGroup, Sphere,
Material objects left in the memory if there is no memory leak. But in the
Hi guys!
Just want to tell you that our old Full Sail Open Flight Loader link
(which has been gone for awhile) is back up at a new site:
The main site address is
http://www.imilabs.com/
and the loader page link can be gotten to from there or at the page:
although that link may chage in the future.
John Wright wrote:
> What does JOGL give us?
I don't think JOGL is aimed at 'us'. It's aimed at the games
companies as a 'not too different way of programming than
the C/C++ wrapper over OpenGL that you're already using'.
My guess is that Sun thinks Java 3D and its supporters can
manage on their
IL-2 / Forgotten Battles uses Java for more than just a "scripting
language". Based on the fact that you can swap the JVM for a different
version of JVM and the performance / frame rate changes indicates that
Java *is* running during real time playing / flying. I do believe Oleg
Maddox mentioned
Unfortunately IL2, although it uses Java as a scripting language, uses a C++ 3D
engine. I have seen this rumour around the place for a while and it is just incorrect.
I think the faq on the IL2 site corrects this.
-ben
-Original Message-
From: Alessandro Borges [mailto:[EMAIL PROTECTE
About :
> 1. We need more java-based games to show that fast games can be written
> in java.
A very good exampe of mass market game in java is IL2-Sturmovik and its new
version IL2-Forgotten Batlles. (http://www.il2sturmovik.com)
"Game of the Year" from a dozen magazines and game sites.
The graphi
You'd have to ask why you follow the trends and not consider the
technology for yourself? Surely a large part of being a developer is
finding the right tool for the job based on your own assesment?
Kev
> --- William Denniss <[EMAIL PROTECTED]> wrote:
> I think it would
>> be wise to know that the
kindy huang wrote:
The situation is always that big company or orgs tell
us what is good, like they told us how good Java3D is,
blah, blah... when they developed it. And we,
developers have to follow the trends, then they said,
"oh, this is not good any longer", we then face
choices and don't know
> á͹´ÃÙÇì à´ÇÔÊѹ (Andrew Davison) wrote:
>
>>But the speed obsession also works against Java-based anything,
>>since the (partial) myth of Java being slow will keep developers
>>using C or C++.
>>
> There are a couple of points that were brought up at JavaOne on this.
> 1. We need more java-bas
--- William Denniss <[EMAIL PROTECTED]> wrote:
I think it would
> be wise to know that the solution you pick is not
> only good, but one that
> will stay good as time goes by.
The situation is always that big company or orgs tell
us what is good, like they told us how good Java3D is,
blah, blah...
á͹´ÃÙÇì à´ÇÔÊѹ (Andrew Davison) wrote:
But the speed obsession also works against Java-based anything,
since the (partial) myth of Java being slow will keep developers
using C or C++.
There are a couple of points that were brought up at JavaOne on this.
1. We need more java-based games to show
Dear all,
Could anybody please suggest or show me some links / demo / or sample
programs of how to write a Java3D program on CAVE or PC-CAVE systems ?
I am confusing whether I have to do the same thing as writing a program by
OpenGL or not.
I saw the report from Sun about the Java3D CAVE at the Un
Here's
a little class I built for viewing the axes...
It has
billboards for the axis labels so you always know which is
which
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 10:48
AM
Subject: Re: [JAVA3D] V
If you load an OBJ-file you usualy get a shape3D object. If you want to get
the geometry of it you need to set the capabilities
(Shape3D.ALLOW_GEOMETRY_READ, ..._WRITE)
I think then you can do what you want with the geometry.
Martin
- Original Message -
From: "Dennis Msakni" <[EMAIL
There is good example in J3D demo called
"ConfiguredUniverse".
Vladimir A.
VernikovskiProgrammer---JPROOF
Technologies Ltd.
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 11:48
AM
Try this... [attached]
Any feedback is appreciated...
Fausto.
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 10:48
AM
Subject: Re: [JAVA3D] Viewing the x,y,z
axis
The code doesn't work. I think more coding
n
Hi folks!
I'm writing a small Tool to generate some featurePoints for given OBJ-
Files. There are two OBJs, one that stays and one that can be moved by
keys while they can both be moved by mouse. When the second Object is
satisfyingly positioned I want to print out the vector build by the
coordina
The code doesn't work. I think more coding
needed
- Original Message -
From:
Vladimir
Vernikovski
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 11:22
AM
Subject: Re: [JAVA3D] Viewing the x,y,z
axis
No, I havn't.
I'v just saw how this work, but not
No, I havn't.
I'v just saw how this work, but not tried own
coding.
Also you can just draw you own axis by using
LineArray.
Vladimir A.
VernikovskiProgrammer---JPROOF
Technologies Ltd.
- Original Message -
From:
Γιάννης
To: [EMAIL
No further coding?
- Original Message -
From:
Vladimir
Vernikovski
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 11:08
AM
Subject: Re: [JAVA3D] Viewing the x,y,z
axis
Yes.
Vladimir A.
VernikovskiProgrammer
Yes.
Vladimir A.
VernikovskiProgrammer---JPROOF
Technologies Ltd.
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 11:01
AM
Subject: Re: [JAVA3D] Viewing the x,y,z
axis
will
Hi Paul,
Thanx for the answer! Last night I finally found the solution...
When I loaded the model of the car I scaled it down to fit in my
world. And then I attached a TransformGroup for moving it around.
The problem was that the scaling transform scaled down the movement too!
So the car moved
will this class allow me to see the lines of
x,y,z axis?
- Original Message -
From:
Vladimir
Vernikovski
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2003 11:01
AM
Subject: Re: [JAVA3D] Viewing the x,y,z
axis
Try to use this class:
com.sun.j3d.utils.b
Try to use this class:
com.sun.j3d.utils.behaviors.sensor.Mouse6DPointerBehavior
Vladimir A.
VernikovskiProgrammer---JPROOF
Technologies Ltd.
- Original Message -
From:
Γιάννης
To: [EMAIL PROTECTED]
Sent: Wednesday, June 25, 2
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