John,
Thanks very much for your reply. I see now that, despite how I think
picking *should* work, your solution makes much sense regardless, as it
serves to pre-cull all the things that aren't pickable anyhow. I guess
I couldn't see the trees for the forest -- or in this case, the branches
for t
The Java 3D Frequently Asked Questions list for Monday February 9 2004
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 th
JNI (Java Native Interface) is available to call C libraries natively.
However, it is rather clumsy. In addition, you will then not have a
platform independent solution. So unless you have a major time
constraint or your deployment platform is fixed, you should expect to
port all of the code into
For me
it seems pretty obvious that you'll need to translate all the C code to java. If
you'll do it by hand, you'll have a chance to learn java. Otherwise you may want
to search the internet for automatic translators. The JOGL implementation is a 1
by 1 translation of the corresponding Open
What do I do with all the C code that calculates
the contour and surface information. Do I leave that in C or translate to
Java? I want it to be portable. Also, are there any books or courses in
JOGL?
Thanks again!
- Original Message -
From:
Florin
Herinean
To: [E
If you
have the sources of the C program, then probably the simplest way will be to go
with Swing & JOGL. If not, go with Swing & Java3D
Florin
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Naomi
GreenbergSent: Montag, 9. Febru
I
would say that JOGL is your best option- that will let you pretty much port your
OpenGL code directly whereas with Java3D you will have to redesign your system
into the Java3D paradigm, which would probably add unnecessary
work.
-ben
-Original Message-From: Discussion list for
I have a 3D graphics program written in C with
Xforms and OpenGL. I want to convert it to work within a Java GUI.
Since I am a novice, I want to know what the best (simplest, portable) options I
have are. I could rewrite it in Java and Java3D (hardest option?), or
perhaps I could somehow
Yes,
mainTransformGroup is a TransformGroup.
Then I add mainTransformGroup to my mainBranchGroup
Franck
-Original Message-
From: Discussion list for Java 3D API
<[EMAIL PROTECTED]>@SUNGARD On Behalf Of David Murtagh
<[EMAIL PROTECTED]>
Sent
Thanks for that.
In the test file, do u add the buildWall() method to a branchGroup?
-Original Message-
From: Franck Calzada <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Date: Mon, 9 Feb 2004 05:10:06 -0500
Subject: Re: [JAVA3D] java 3d room
Here is my buildWall() method:
carreauSize is
Here is my buildWall() method:
carreauSize is the size of my texture (n*n) (could be improved to (n*m)
p1 and p2 are corner point (opposite)
You can see the result at:
http://membres.lycos.fr/franckcalzada/Billard3D/Pool.html
Franck
private void buildMultiTexturedWall(
Thanks for all the help, I now understand how it
works.
Thank you very much.
Kind regards,
Tom
Govaert
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