Where exactly is the line between slander and freedom of speech? Also,
doesn't the international nature of internet newsgroups make it difficult to
prosecute? I have seen lots of flame wars over the years (and this is one of them)
and I think most people can sense which are the sane posters and
You need to add normals to your triangle if you
want to light it.
David Yazelhttp://www.magicosm.nethttp://xith3d.dev.java.net/"No matter
how complicated it looks, in the end it is just a bunch of triangles"
- Original Message -
From:
Robert Gomez-Reino
To: [EMAIL PROTECT
There are many deffinitions of a "correct and accurate bound". In general you should
not be specifying bounds explcitely unless your geometry is changing rapidly,
whereupon you could turn off autocompute and set the bounds yourself. In general a
bounding sphere is the best way to go and that i
According to the new governance guidelined for game.java.net each open source project
has to be approved by the community.
You can read the guidelines here:
http://games.dev.java.net/govern.html
Discussion for new projects happen on the [EMAIL PROTECTED] mailing list, which you
can subscribe t
try pattr.setBackFaceNormalFlip(true);
Dave
>-Original Message-
>From: Alessandro Borges [mailto:[EMAIL PROTECTED]
>Sent: Thursday, July 17, 2003 07:04 PM
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] How can put color to back side of plane
>
>The back face is black becouse there is no lig
Two hings to consider:
1. Your blending is currently setting them to
compltely opaque. Of course you could be using vertex colors with alphas,
so I am not sure. But if you are depending on the transparency attributes
then you should set this to something less than 1.
2. The lowest granu
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
There is a reason why no one is answering...I don't
think anyone uses it. It doesn't work very well. You can try casting
a ray from the corners of your view before you actually move the view to see if
it will intersect. You can also create a bounding box, transform it to
where you would w
I have not heard that Java3D is dead. After 4
years of work I sure hope it isn't.
But if worse comes to worse it would not be
horrendous to write a renderer for the Java3D scene graph, especially if you are
porting a specific app. I am convinced scene graphs are the way to build
large 3D
tts. Construct an ordered group and put the splat laters into it. The base
* layer should be so specified in the splat constructor so that it does not
* make it transparent.
* Copyright (c) 2000-2002, David J. Yazel
* Teseract Software, LLP
* @author David Yazel
*
*/
public class Sp
It is in the RenderingAttributes object within the Appearance.
Dave Yazel
http://www.magicosm.net
- Original Message -
From: "Ranjan.George" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 30, 2002 6:36 AM
Subject: [JAVA3D] OpenGL Depth Test in Java3D
Hi All,
I am a
Ouch :)
Please put on your flame retardent suit and hunker down.
Dave
- Original Message -
From: "Alejandro Allievi" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 28, 2002 9:45 PM
Subject: Re: [JAVA3D] Again on "Geometry looks transparent"
Your program compiles only
Hi all. I have a couple of questions regarding indexed geometry.
1. There seesm to be no way to define the indices and by-ref. Is that
correct? So the only way to set the indices is either to pass in an array
using setCoordinateIndices(int index, int[]) or to set each one at a time
with setCoor
Thanks to some help from Kelvin from Sun we got terrain splatting working.
You need to use an ordered group, not a decal group if you want to get a
zbuffer test of <=. The decal group disables the zbuffer test completely.
Here are some screenshots:
http://www.magicosm.net/screenshots/cosm900.jp
We would also like Java3d on Mac-OS. Let me know what congressman I need to
write :)
Dave Yazel
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of the message "signoff JAVA3D-INTEREST". For gene
passes in the solid
>>> rendering portion? The problem is that since it is done after all
>>> solids
>>>
>> it
>>
>>> contends with other alpha blended shapes in some instances. Since it is
>>> coplanar with the terrain there is no reaso
PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, September 06, 2002 11:03 AM
Subject: Re: [JAVA3D] Decal + Alpha blending problem
David Yazel wrote:
> Decal groups seme to have an artifact that I can't seem to get around. If
I
> am alpha blending between terrain layers java3d
ffect?
Thanks!
David Yazel
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Running Java3d 1.3 rc we are sometimes getting these errors...
any idea what this might mean?
Internal Error : freeTexture ID 240, textureTableLen 68
Internal Error : freeTexture ID 235, textureTableLen 68
Internal Error : freeTexture ID 233, textureTableLen 68
Internal Error : freeTexture ID 37
I have solved most of the performance issues I was encountering with terrain
splatting. I pushed all the level 0 patches up to level 1 and made 64x64
meters the size of level 0 patches in the quadtree. Level 1+ textures are
pre-calculated for all patches and level 0 is a combination of dynamic
s
Unless I have missed it somewhere, Java3d does not support the EXT_fog_coord
extension?
http://www.opengl.org/Documentation/Version1.2/EXTspecs/fog_coord.txt
Any idea when and if this will be added? It seems an easy way to add
volumetric fog.
Dave Yazel
===
Is there any legal way to use the the same GeometryArray in multi-pass
rendering (ala decal group)? Is it legal to assign the same GeometryArray
to multiple shapes? Even with by-ref geometry my fear would be that Java3d
would have seperate display lists for each geometry array, even though it is
ort of caching on these textures. Just an idea.
Kev
David Yazel wrote:
>Hello all!
>
>I am beta testing an unnamed online game. This game is "state of the art"
>when it comes to the graphics and I have had a great deal of fun trying to
>figure out how they are doing a fe
ot
want the road "popping" in front of you as you moved, but rather to unroll
smoothly. Perhaps we could have the alpha mask texture as by-ref and modify
it at runtime each frame by masking out the edges?
Any thoughts or suggestions would be appreciated!
David Yazel
Set the PolygonAttributes.setPolygonMode(POLYGON_FILL );
Dave Yazel
http://www.magicosm.net
- Original Message -
From: "Andy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, August 12, 2002 10:25 PM
Subject: [JAVA3D] Texture
When I create a shape3d object(e.g. linearray), how
terrain with holes use one option or the other.
- Mauricio
-Original Message-
From: David Yazel [mailto:[EMAIL PROTECTED]]
Sent: Monday, July 15, 2002 2:49 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Model clipping
I never got a response on this, so I thought I would resend it. Also, can
t;Mark Hood" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, July 15, 2002 3:38 PM
Subject: Re: [JAVA3D] Model clipping
> Date: Mon, 15 Jul 2002 14:48:53 -0400
> From: David Yazel <[EMAIL PROTECTED]>
>
> I never got a response on this, so I tho
I never got a response on this, so I thought I would resend it. Also, can
anyone explain the Vector4d that defines the clipping planes, or does anyone
have examples of how this works?
Thanks,
David Yazel
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]
I have not played much with the graphics 2d system in Java3d. When I tried
it 2 years ago it wasn't working very well.
We do all our overlays with 3d geometry and have been pretty happy with it.
Here is an example:
http://www.magicosm.net/screenshots/cosm740.jpg
I think the j3d.org has an over
I ran into the same problem. It seems to be fixed in the final release
(which I have tested).
Dave Yazel
- Original Message -
From: "Matt Carlson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, June 30, 2002 7:05 AM
Subject: [JAVA3D] textures are not behaving anymore in beta2
John Ratcliff has published an algorithm called sphere trees which would be
perfect for you. I have started porting his C code into Java. We will be
using it for particles and weeds and other things where we have many
thousands of objects which we need to render differently on every frame. I
do
Is it possible to define a model clip such that it makes a hole in geometry?
In other words can the clipping planes be defined such that the planes face
outward? In particular I want to put holes in the terrain to give access to
basements, etc.
And when it does clip, does it slice triangles or j
r allocate the other indexes? (color,
normals, etc)
5. How have people found the performance of using indexed arrays?
Thanks in advance!
David Yazel
===
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itexturing combine bug ?
The REPLACE limitation only applies to TextureAttributes.COMBINE mode.
For the other TextureAttribute
modes multipass works just fine. And, it is an implementation
limitation of Java 3D 1.3. We will look into
fixing it in 1.3.1.
Doug Twilleager
Java 3D Team
Sun Mic
I am confused... I thought Sun said that if the number of texture units
exceeds the number of availabled texture units it will fall back to
multi-pass. Multi-pass with replace is not multi-pass right? It just
overwrites everything.
So how would we, for example, do a 3-4+ pass quake III like rend
Sorry I am in a hurry... but have you tried
1. creating branchgroups with no geometry, with user data pointing to the
real branchgroup
2. set bounds autocompute off
3. Set the bounds to the bounds of the other branchgroup
4. Pick against the scene for bounds
For the case where you dont want to u
I hate to say it, but this is one of those things where we have been
augmenting the Java3d system. We allow behaviors to be registered with a
central system. When it registers it passes activation bounds along with
the behavior. On each frame we scan this list of registered behaviors and
check
I have been trying to find out how to render 20+ KM of terrain without
having the clip set to > 20K. I don't think there is any way to render
geometry farther than the clip. The Clip node overrides the view's clip,
but does so for all geometry in view. The ModelClip leaf is still bounded
by the
I realized after I sent this that my ramblings are probably not helpful.
Sorry if this created more confusion than clarity.
dave
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, May 11, 2002 2:22 PM
Subject: Re:
Thats a good question. To answer it you need to consider what a view is
really doing. It is taking an image plate (your screen) and transforming
the 3d geometry so that it renders in the 2d space, perfectly matching your
screen, basically flattening the 3d. This transformation uses a projection
ransparency sort order
setting in 1.3 beta 1 or 2? I get lots of strange transparency overdraw
problems with pre beta 1 API's.
BTW--the image (other than the overlap) looks awesome. I'm dreading that
part of my project =D
Scott
-Original Message-
From: David Yazel [mailto
overwrite the window. But it I am reading
and writing the zbuffer for the windows then I get zbuffer fighting.
Is this a bug? Or am I doing something wrong?
David Yazel
<>
I am having the same issue. I cannot run the installer... could you explain
your solution a bit more?
Thanks,
David Yazel
- Original Message -
From: "Joerg 'Herkules' Plewe" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 5:5
enshots), and any idea how many poly's you're showing
typically? And how many are in those trees? I'm guessing you've done some
serious optimizing with the number of trees I see in this video...
Impressive stuff, and a fantastic example of J3D in action.
Scott
- Ori
- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 30, 2002 11:52 PM
Subject: Re: [JAVA3D] Magicosm demo movie
> That was taken on a geforce II, which it runs at about 50fps. It runs at
> 100 fps on a gef
IL PROTECTED]>
Sent: Wednesday, May 01, 2002 12:40 AM
Subject: Re: [JAVA3D] Magicosm demo movie
Absolutly amazing. What is the spec of your display card?
thx!
philip wong
David Yazel wrote:
>I am just experimenting with making a demo movie, so forgive the quality of
>the frame snaps and size.
;[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2002 12:48 AM
Subject: Re: [JAVA3D] Magicosm demo movie
David Yazel wrote:
> This is in Real Video g2 format.
>
> www.magicosm.net/magicosm_high.rm
Any chance of getting this in MPEG or AVI format?
--
Justin Couch
I am just experimenting with making a demo movie, so forgive the quality of
the frame snaps and size. But I thought you guys might like to see this.
Hopefully the downloads will not blow out our webside quota!
This is in Real Video g2 format.
www.magicosm.net/magicosm_high.rm
If you download i
l with any
tiny mistakes. This algorithm takes a series of path points, builds a
spline, then builds geometry to flow along the path according to a density
you define.
David Yazel
http://www.magicosm.net
- Original Message -
From: "Scott" <[EMAIL PROTECTED]>
To: <[EMA
This is true. The technique we have used is to take the regular elevation
grid and sub-divide in a 3:1 ratio. We use the AWT general path classes to
plot a bezier spline over the grid points, so in a 100 x 100 heightmap that
would create 200 splines. Thats 100 paths along the x axis and 100 path
I had built this for a test case some time back. I am thinking this might
be helpful for people. This is a modified version of SimpleGeometry.java in
the PlatformGeometry demo provided by sun. It should run unmodified. It
creates some overlays on the screen and displays them.
Dave Yazel
Si
In J3d 1.3 beta 1:
If you have an alpha blended object which is being sorted by the
transparency (not in an ordered group), and that object has geometry which
falls outside of view fustrum then the geometry will sometimes be clipped,
and sometimes will be rendered without transparency. The bound
rk on
Solaris... in under 2 hours!
Feel free to have a look-see.
http://www.magicosm.net/
We also have a bunch of screenshots up at
http://www.magicosm.net/screenshots.htm
David Yazel
===
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have to disagree.
Night!
David Yazel
===
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of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and incl
I haven't looked at the code yet, but Justin Couch mentioned he had some
fustrum methods in one of the J3d packages.
Dave Yazel
- Original Message -
From: Michael Nischt <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 02, 2002 8:54 AM
Subject: [JAVA3D] frustrum
hi all,
Looks like the geometry array was built without a COLORS_3 or COLOR_4 flag.
That would mean that the geometry array cannot have its colors set. If you
can't figure out a a way to ask the loader to set that flag for you (in the
absence of it being provided in the file) then wou will have to build
I really love the new transparent ordering in J3d 1.3 beta 1.
2 things:
1. I have the same issues some others have had with the mixing of ordered
groups with transparency sorting. Specifically we use an ordered group in
each overlay to force the proper layering of dynamic controls on panels.
Th
- Original Message -
From: David Yazel <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, February 09, 2002 11:02 PM
Subject: [JAVA3D] Edge clamping in direct-x
I seem to be having a difference between edge clamping on direct-x and
opengl. If I have a 64x64 tex
I seem to be having a difference between edge clamping on direct-x and
opengl. If I have a 64x64 texture with an image of a box on it, and I use
texture coordinates [0,1] in opengl with mode CLAMP it works perfectly,
but in directx it loses the last pixel. I seem to dimly remember this issue
wa
Is it possible to change the volume for a background sound that is running?
Does the fact that it is called "initialGain" mean that it cannot be
changed?
Thanks,
David Yazel
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;Delivered-To: [EMAIL PROTECTED]
>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>X-Priority: 3
>X-MSMail-Priority: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200
>Date: Thu, 7 Feb 2002 22:09:09 -0500
>From: David Yazel <[EMAIL PROTECTED]>
>Subj
} else
pos.y = XithEngine.map.getY((float)pos.x,(float)pos.z);
Cheers,
David Yazel
===
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of the message "signoff JAVA3D-INTEREST". For ge
We are just getting working on sound... so be prepared for a bunch of newbie
questions in the next week :)
First question:
I am able to put multiple background sound nodes into the scene with no
problem if I insert them with a large scheduling bounds, like BoundingSphere
((0,0,0) 10). So bas
The
textures appear to be seemless. The farther cells are being built with fewer
and fewer polygons.
I am attaching a few pic shich should be under 60k combined.
David Yazel
<><><>
Yes, I am happy to say our project is 100 percent Java / Java3d.
Dave Yazel
===
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RenderingAttributes.setIgnoreVertexColors()
A tip is to go to the JavaDoc index and search for words in the browser.
That is helpful when dealing with such a big API.
Dave Yazel
- Original Message -
From: JP Lee <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 04, 2002
Well I think you may have been misinformed regarding texture mapping, unless
you are referring to some OpenGL extensions. Java3d certainly handles
texture mapping. It is true, you cannot access openGL directly from Java3d
because Java3d is platform independent and works with DirectX as well as
O
Pertinant code snips:
showMask = new BitSet(2);
showMask.clear(0);
showMask.clear(1);
switchNode = new Switch(Switch.CHILD_MASK,showMask);
//switchNode.setWhichChild(Switch.CHILD_NONE);
switchNode.setCapability(Switch.ALLOW_SWITCH_READ);
sw
I am getting this error when attaching an extremely large scenegraph. It
does not always happen, just sometimes.
java.lang.IndexOutOfBoundsException: Index: -1, Size: 9
at java.util.ArrayList.RangeCheck(ArrayList.java:503)
at java.util.ArrayList.get(ArrayList.java:315)
at
gcTemplate = new GraphicsConfigTemplate3D();
gcEnv = GraphicsEnvironment.getLocalGraphicsEnvironment();
gcConfig =
gcEnv.getDefaultScreenDevice().getBestConfiguration(gcTemplate);
gcDevice = gcConfig.getDevice();
- Original Message -
From: FetJambo <[EMAIL PROTECTE
The quads within a single geometry array are rendered in the order they are
defined. If you put the quads in different geometry arrays then they will
be rendered in the order you are expecting if you have the full scene
sorting policy turned on and the shape not within an ordered group.
Otherwise
Thanks Doug!
We are working on a water system which calculates waves and their normals as
well as sliding the textures to simulate currents. It would be very nice to
multi-texture that with a reflection, even if it is not very good. We only
have one view, but it changes all the time as the peop
Can anyone point me in the direction of how to do environment mapping? I
noticed on the Fullsail F1 racer they have reflections on the shiny part of
the car. All I can find in Java3d is CubeMap which requires 6 images be
supplied. I don't think you can do an offscreen render and a texture uploa
Count us in for this. I would prefer it was done in this list, but if it is
a seperate list please add us in.
Dave Yazel
- Original Message -
From: Justin Couch <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 23, 2002 3:36 PM
Subject: [JAVA3D] Expressions of interes
ome screenshots demonstrating this:
http://www.cosm-game.com/screenshots/cosm539b.jpg
http://www.cosm-game.com/screenshots/cosm540b.jpg
http://www.cosm-game.com/screenshots/cosm541b.jpg
David Yazel
Cosm Development Team
===
The alpha is the percent of the q1 that is used, 1-alpha is the percent of
q2 that is used.
Dave Yazel
- Original Message -
From: Bob Dengle <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 21, 2002 2:12 PM
Subject: [JAVA3D] Averaging rotations
Hi
Ive been trying to ro
The trick is to double buffer and use two image components, by-reference
textures and y-up. Then you can update the buffered image attached to the
backbuffer between frames and just set the texture's imagecomponent to the
back buffer in one command. Here is a bunch of fairly relevent source:
cl
You can use a shared group and a link node to solve this problem. The other
solution is to use a "fake" sphere by using alpha blended textures (with a
picture of a sphere on it) and using a single geometry array with one quad
per sphere. Each frame adjust the coords of each quad to point at the
When I run this it *seems* to work, but I don't think it's really working.
The screen resolution changes and it goes to full screen mode, but I can
still task switch and pull up other windows. Also, if I add 1024x768x32 (my
default resolution) the little taskbar handle is still at the bottom and
on
Filter4 Function
Boundary width
Boundary mode CLAMP_TO_EDGE & CLAMP_TO_BOUNDARY
(will fall back to CLAMP)
- Kelvin
---
Java 3D Team
Sun Microsystems Inc.
>
>-Original Message-
>From: David Yazel [mailto:[EMAIL PROTECTED]]
>Sent: Sunday, Janua
I noticed support in 1.3 has been added for a "detail texture" for
Texture2D. I have been trying to figure out what this is doing and I had a
couple of questions.
1. If you use a detail texture then does this consume one of the texture
units? In other words can you have a detail texture and mul
; will
rotate together with the box.
xiaohua
- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, January 12, 2002 5:29 PM
Subject: Re: [JAVA3D] ask help for display long text on an 3D object
> Yes, you can create cre
my naive, is it possible for
the 3d scene to render something like a JPanel on top of an object? Could we
create a JPanel on one side of a box and let it paint itself when rendering?
xiaohua
- Original Message -
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECT
Before I launch into this note I want to set the premise. By reading your
question I am assuming you want to show text within the 3d scene.
The technology to display text in 3d can only be done 2 ways. One way is
done with a texture and another way is done with geometry. Text3d uses
geometry in
Just to be clear.. you want your entire scene rendered on its side right? I
made a small change to our look up/down routine to rotate on the z access
instead of the x access for a test. Unfortunely the range is contrained to
less than 90 degrees so it didn't turn the scene all the way over, but
al version now? I dont think I ever
recieved it through the list :(
TIA,
Nathan
>From a while back:
> From: "David Yazel"
> Here is our first cut at an overlay library. This isn't the final
> distribution form, just the source which you can c
Stuart:
I don't know what "signal weighting and trasmitter/receptors" are, so I can
offer no advice on how to model them.
Dave Yazel
- Original Message -
From: stuart <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 11, 2001 2:12 PM
Subject: [JAVA3D] Modelling synapse
I just wanted to say that we were able to run our project on Linux and
Windows with almost no modification using java3d 1.3. In fact the only
modification which we needed to make was to correct what was really a bug.
We were calling setValidVertexCount() on a GeometryStripArray, which makes
no s
I was wondering if we could get a bit of information on how this nice piece
of optimization works. There is one critical place where we need to use
this. Our skin and bones animation system uses some metrics to determine
how often to recalculate skins of all avatars. One thing that we found in
Ok
2 quick notes:
1. The ordered group will completely mess up what you are trying to do. The
reason is that while the three objects seem like they should be rendered
in-to-out, that is not really true. Take a point of the inner shell that is
farthest from the viewer... it is still in fron
Justin posted a response to my e-mail that struck a fairly emotional chord
in me. He pointed out that the techniques I am going to attempt for doing
large scale forests and vegetation could be considered "tried and trusted
techniques". (and BTW way thanks for the link Justin, I will check it out
Thank you for answering this question! I assume this is the only solution
to my problem? Is it possible to do it some other way? Like perhaps use
an ordered group and force the shadows to be drawn using alpha blending in a
second pass?
Dave Yazel
- Original Message -
From: Charmaine
Really good question. I also would like to know this.
Dave Yazel
- Original Message -
From: Mark Powell <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 02, 2002 7:31 PM
Subject: [JAVA3D] texture by reference on Linux
Questions about texture-by-reference:
The attac
The byref is only slower if you are not updating it every frame. We are
using float[] by ref. That means you can update the floats right in the
array and then the floats are streamed over every frame. There is no
additional copies made. Think of it this way, when you set the attributes
to allo
As an example here is a old screenshot from our game:
http://www.cosm-game.com/screenshots/cosm333.jpg
This is an example (albiet a poor one) of one of the effects of a particle
system.
- Original Message -
From: David Yazel <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
ch as
particles?
What is meant by a "particle" here? Is the "particle" a Sphere object? How
is a "particle" coded in Java 3D? What do you use it for?
Bob Gray
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behal
the particles until they have decayed. This has the added advantage of
allowing the manager to adjust particle densities and increase decay rates
if the system reaches critical saturations. My suggestion would be to
manage the particles yourself and not use seperate shapes unless you need
to.
David
Thank you Victor. I hope 2002 is a better year for all of us.
Let me raise a metephorical glass to toast a new year of peace, health and
prosperity for all of you!
Dave Yazel
- Original Message -
From: Victor Rodriguez <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December
Hi all:
What techniques are people using to implement shadowmaps, lightmaps and
radiosity maps? Almost all of our geometry already has 2 texture units,
namely the base texture and the detail texture. The detail texture adds a
fake "textured" look to our geometry, giving it the appearance of bei
Thans you all for the information. Now I know just how much I *don't* know
about this subject. I had not even thought of the SCSI issue, nor the
memory pipe between the CPU and Memory. I have a lot more research to do it
looks like!
Thanks again for all the replies!
Dave Yazel
- Origina
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