Take a look here:
http://java3d.netbeans.org/j3deditor_intro.html
[]s
Fábio
Ralf Bednarz wrote:
hi
is there a good ( and simple if possible) and specific tool that can draw the symbols of the java3d components?
circle for branchgroupand oval for geometry/appearance
and so on
thanks
Ralf
==
hi
is there a good ( and simple if possible) and specific tool that can draw the symbols
of the java3d components?
circle for branchgroupand oval for geometry/appearance
and so on
thanks
Ralf
===
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If the
Just a tip. Maybe fit your need.
Matrix3D is used to store rotational component in a Transform3D.
Get a Matrix3D from your transform and store it.
In the next processStimulus runs, compare the new matrix3D values with the
old one value.
If they are the same there is no rotation.
If they are difer
Also - shouldn't it be ElapsedFrames(0) to wakeup on the next frame?
Wouldn't ElapsedFrames(1) wakeup every other frame?
Lewis.
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of John Wright
Sent: 25 August 2003 15:26
To: [EMAIL PROTECTED]
Subj
Ralf,
In using the behavior you are tying yourself to the frame rate your
machine is able to achieve. With a thread you might slow down rendering
(by keeping the machine busy in your thread) but your thread could
process potentially thousands of times per frame.
- John Wright
Starfire Research
>On Sun, 24 Aug 2003 16:31:33 +0200, Auguste Genovesio
><[EMAIL PROTECTED]> wrote:
>Hi all,
>
>Does anyone know if Java3D implements The Marching Cube algorithm ?
>
Java 3D is simply a Scenegraph layer on top
of OpenGL/DirectX and in that sense doesn't provide
any off-the-shelf domain specific
hello
Why is a behavior that wakes up every frame and do some setTransform() slower than a
thread that does almost the same?
I read information of a transfrom3d and want to update the positon of an object in my
scene. But when I use abehavior that wakes up on ElapsedFrame(1) my whole application
Hey.
I use a ScaleInterpolator to change the size of a sphere.
It works great if the appearance of the sphere has no textures.
With textures the size still changes but the color of appearance is
grey and has no textures.
I use code like this :
...
TransformGroup objTrans = new TransformGroup()
You just want to perform animation by moving the particle, is that
correct?
That's what TransformGroups are for. A TransformGroup specifies the
position, rotation etc. of its children. So just parent your particle
with a TransformGroup, and for every frame, set the translation
component of the Tran
what is the fastest way to update a SceneGraph?
imagine reading in particle position frames from a coordinate
file and displaying them as balls or connected lines so as to
obtain a continuous trajectory.
the scene itself should be able to allow for rotation and translation
while updating the posit
Hi,
I am playing some high polygon count models and
seens some Geometry formats renders faster than
others.
I am not sure if I doing it right or wrong, but I
note this:
- non updatables geometries renders faster when in
TriangleArray format;
- uptadable geometries renders faster when in
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