On Tuesday 08 July 2003 10:54, David Yazel wrote:
> We are starting off targeting all features needed for the Magicosm project.
> I anticipate that within 3 weeks it will be ready to run Magicosm. Once
> it is solid I am releasing the entire source free for anyone's use for any
> purpose. I wil
David Yazel wrote:
I have embarked in a project to produce a renderer for the Java3d
scenegraph which is targeted at game development. The project is
already making great progress and I am looking for advice on the design
and feature set. Please feel free to drop by and comment on this thread:
h
I have embarked in a project to produce a renderer
for the Java3d scenegraph which is targeted at game development. The
project is already making great progress and I am looking for advice on the
design and feature set. Please feel free to drop by and comment on this
thread:
http://www.j
I've tried using the PolygonAttributes
function setBackFaceFlip(true), but that did nothing. Similarly, switching the flag
of my object loader to ObjectFile.REVERSE had no
effect. Any other suggestions on how I can flip the normals
on my model?
- Michael
> I'm trying to represent a network graph using Java3D where
> the nodes are
> spheres and the links are cylinders. Positioning the nodes is
> not a problem,
> but I'm having a problem with the cylinders. The idea is that
> nodes get laid
> out and then I need to draw the cylinders between the cent
--- Justin Couch <[EMAIL PROTECTED]> wrote:
> kindy huang wrote:
>
> > I am wondering how I can implement smooth walk
> through
> > in a 3D architectural model which is stored in
> VRML or
> > X3D format and displayed using Xj3D.
> >
> > Currently I am using KeyNavigatorBehavior,
>
> How much do yo
Hi,
I'm trying to represent a network graph using Java3D where the nodes are
spheres and the links are cylinders. Positioning the nodes is not a problem,
but I'm having a problem with the cylinders. The idea is that nodes get laid
out and then I need to draw the cylinders between the centers of th
Hi,
I'm having problems in add an avatar in my world. Following the code:
ViewerAvatar avatar = new ViewerAvatar();
TransformGroup transformG = new TransformGroup();
transformG.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
Transform3D transformAvatar = new Transform3D();
tra
The Java 3D Frequently Asked Questions list for Monday July 7 2003
This is a posting of topics covered in the Java 3D FAQ. The answers
to these questions are kept at:
http://www.j3d.org/faq
Please consult this list and the web site before asking questions on the
mailing list.
If there
Lévan Sardjevéladzé wrote:
Hello !
I've got a problem in a program using Quad Array geometries with Java 3D v 1.3 and Direct3D 8.1
I used to work on Java 1.2.1 (Direct3D) and everything worked perfectly but now I switched to 1.3 (Direct3D) and I get "Fail to create Vertex Buffer - D3DERR_INVALID
>If all the canvases are on the same screen and can use
>the same pixel format, then use the same GraphicsConfiguration for each
>canvas.
>-- Mark Hood
Aha! Thank you kindly,
Java3d is indeed a fine piece of work...
Peter
===
I think it is quite possible to generate some quite realistic sky textures using
plasma patterns. That has the advantage that you are able to create your own as you
need to. Good tutorial here: http://www.gameprogrammer.com/fractal.html
-ben
-Original Message-
From: Joerg 'Herkules' Ple
Hm, making the Java3D code is not the big problem I think - but where to get
good textures from??
Somehow it is possible to render these with TerraGen, but we didn't do it
ourselves
> Add a huge Sphere shape with Texture inwards as Background geometry is
the
> easiest simple solution.
> But
Add a huge Sphere shape with Texture inwards as Background geometry is the
easiest simple solution.
But you can do something more complex.
Some flight simulators uses a large textured cylinder shape as far horizon
and a flat textured top as sky.
Some fog helps hide the corner between land and the
Hi,
I try to run my application into a jar by executing this
command " javaw -jar xxx.jar" i setup the manifest correctly. But when i run it
i cannot see nothing on the screen but the process seems to run.
I have changed something but i forget it. I send the code in
case or someone could
Look for Background Geometry examples- I believe there is one in the demos/java3d
directory.
-ben
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: 07 July 2003 15:11
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Sky Textures
Hello All,
I have a 3D world that a user can
Hello All,
I have a 3D world that a user can "walk around" in and explore. And I
would like to add a "sky." So if the user looks off in the distance, or
straight up, etc, they see a blue sky, perhaps with some clouds.
Can I get this effect by mapping a sky texture to the inside of a cube, or
sp
On Monday 07 July 2003 12:25, Mark Hood wrote:
|| > Date: Thu, 3 Jul 2003 18:08:41 +0200
|| > From: Bernd Fondermann <[EMAIL PROTECTED]>
|| >
|| > Detaching/Reattaching plus changing the scene graph in between not only
|| > is memory consuming, it is also time consuming. (Btw, freeing memor
> Date: Tue, 1 Jul 2003 20:07:51 +0100
> From: Ben Moxon <[EMAIL PROTECTED]>
>
> [...] when I add the Canvas3D to the swing application it draws a big
> old black rectangle over the middle of my screen (outside the bounds
> of the application) which only clears (over the application) when I
Hello !
I've got a problem in a program using Quad Array geometries with Java 3D v 1.3 and
Direct3D 8.1
I used to work on Java 1.2.1 (Direct3D) and everything worked perfectly but now I
switched to 1.3 (Direct3D) and I get "Fail to create Vertex Buffer -
D3DERR_INVALIDCALL" when rendering scen
> Date: Thu, 3 Jul 2003 18:08:41 +0200
> From: Bernd Fondermann <[EMAIL PROTECTED]>
>
> Detaching/Reattaching plus changing the scene graph in between not only is
> memory consuming, it is also time consuming. (Btw, freeing memory is time
> consuming, too.)
> Since a servlet is meant to ser
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