Glenn,
Can you please send a simple test program to [EMAIL PROTECTED] ?
PS: code fragments will not be look at due to resource constraint.
- Chien Yang
Java 3D, Sun Microsystems Inc.
Glenn Pinkerton wrote:
Hello again,
Thanks for the pointers, but unfortunately none of them
helped solve
I
think that for BY_REFERENCE mode the only non-deprecated methods are those that
uses arrays of floats/doubles. It doesn't make any sense to use arrays of
Point3f
since
in that case it *must* transform them into an array of floats to be able to pass
them to the graphic card!
Cheers,
Fl
Hello again,
Thanks for the pointers, but unfortunately none of them
helped solve the memory leak problem.
I changed the code to use a VirtualUniverse instead of a
SimpleUniverse, but the problem still persists. The scene has
about 25000 triangles, rendered using transparency and also
rendered w
"Picking" is well documented in the Demos, Books, the Archives.
-
( in reply to ) Glenn Pinkerton writing:
|
|
| Are the Shape3D's clickables somehow ?
|
| Can anybody tell something about this ?
|
| Thanks, Boby
|
http://archives.java.sun.com/cgi-bin/wa?A2=ind0309&L=java3d-inter
Hi,
Here are some threads that may help you:
http://archives.java.sun.com/cgi-bin/wa?A2=ind0306&L=java3d-
interest&D=1&O=A&P=83264
http://archives.java.sun.com/cgi-bin/wa?A2=ind0306&L=java3d-
interest&D=1&O=A&P=50300
---white
On Mon, 8 Sep 2003 14:45:00 -0600, Glenn Pinkerton <[EMAIL PROTECTED
Hi,
I'm using BY_REFERENCE to update my objects shape and position. Every class that allows me to update object by reference has been deprecated. For example, in getCoordRef3f the javadoc says that I must use "geometry by-copy for Point3f arrays". I didn't understand that. Can anyone send me an
I solved it.
I used the Transform3D object of the texture to center it (->
Transform3D.setTranslation()).
> Thanks. Unfortunately, the default is the WRAP model. I used the
> setBoundary[S,T]() methods to set the mode to CLAMP. This solves my
> problem that the texture appears multiple times on t
The lighting is OK because it does affect the surfaces when they are subject to it -
the problem is purely that they stay light when the light is gone. I am starting to
wonder whether I have some kind of sneaky ambientLight somewhere in my scene that I
havent noticed...
I hadn't realized shinin
Hi Ben
Assuming that I haven't missed something obvious too,
here are some items for you to check on Approach 2:
I think your shininess value of 0.2 isn't in the valid range of
[1, 128] - Java 3D probably clamps it to 1.
Make sure that lighting is enabled on the material,
and that your lights ar
Hi Ben,
I checked my applications, and it looks like you made all the required
settings. Still, in my case it works. So, the only thing I noticed you
didn't use is Mser.setLightingEnable(true);
Dirk
- Original Message -
From: "Ben Moxon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent:
Get the Java3D documentation, and read about Picking. There are examples
in the standard Java3D demos. Essentially, you have to cast a ray from
the notional 'eye', through the mouse pointer and into your Universe.
Test for intersections with your Shape3Ds, and detect them. Choose the
one you want (
Just a quick thought - and not really a fix as such, but why create and
destroy the scene like this? The scene, and the Universe which contains
it is best thought of as pretty persistant, and independent of a
view/canvas if at all possible. Then all you have to do is attach and
detatch views with t
Are the Shape3D's clickables somehow? Can anybody tell something about this?
Thanks,
Boby
- Original Message -
From: "Glenn Pinkerton" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 08, 2003 10:45 PM
Subject: [JAVA3D] major memory leak
> Hello,
>
> I saw some discuss
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