Spectacular !
Just a quick comment though. Mind you this is from somebody
whose education has a big lacuna when it comes to game
programming. What I noticed was that the character in the
game always appears to be in the dark even as it is progressing
toward a sunlit horizon. Is it because the spe
to investigate.
>We would like to get it fix before FCS.
>
>Thanks.
>
>- Kelvin
>---
>Java 3D Team
>Sun Microsystems Inc.
>
>>Date: Tue, 30 Apr 2002 13:20:04 -0600
>>From: Raj Vaidya <[EMAIL PROTECTED]>
>>Subject: [JAVA3D] J2S
Hi Kelvin and Doug:
Just downloaded and installed the above combo (openGL win32). The installation went
off absolutely without any hitch - for the
very first time in my experience. Thank you.
I notice that the bug related to Text2Ds getting messed up, when
the texture transform elsewhere on the
D_ONLY
>> geometries do not have to be compacted - it is perfectly legal for them
>> to have unused entries also - if they were specified with coord_only
>> from every start (as opposed to converted to this format later).
>
>True. Support for USE_COORD_INDEX_ONL
There is something weird here...is the problem case dependent ?
I went back and checked whether the USE_COORD_INDEX_ONLY bit was
ignored when you retrieve an IndexedGeometryArray from GeometryInfo.
As I indicated previously, in my special case at least, IT IS NOT.
IIRC, if you run NormalGenerator
Hi Artur,
When you are *retrieving* the IndexedGeometryArray from the
GeometryInfo, are you specifying the flag "USE_COORD_INDEX_ONLY"
as a parameter to geomInfo.getIndexedGeometryArray( flag..) ?
IIRC, it also takes other flags such as NIO, ByRef, etc.
If you're already aware of it, then please
Hi Chien,
>On Thu, 4 Apr 2002 16:14:18 -0800, Chien Yang <[EMAIL PROTECTED]> wrote:
>Raj,
>Let's do some math. A sphere geometry with resolution 15 division,
>in Java 3D, will generate 480 vertices. Let's assume only coord. and normal
>is needed, each sphere requires a minmum of 480 * 24
Oooops, the address on my previous e-mail on "A basic doubt" should
have been "Raj Vaidya" and not "R Vegan".
The attached gif picture is on tube rendering.
Sorry,
Raj Vaidya
===
To uns
>On Thu, 4 Apr 2002 11:26:13 -0800, Doug Twilleager <[EMAIL PROTECTED]> wrote:
>You don't need to restrict it to indexed geometry types, but yes, this can
>work. Many particle systems that I have seen used this very approach.
>
>Doug.
Well, very nice to hear that :), because I use a very simila
Hi Chien and Doug:
Just a wild idea
Is it not possible to string several (hundreds of) spheres all in
one IndexedTriangleStripArray, and put several of these (300 is the
magic number is it ?) under one Shape3D and all of them coordinate
transformed to their appropriate locations so that the
On the Java 3D tutorial available on the Java 3D collateral page ...
Is there an easy way to detect when the tutorial was *last* updated ?
Would be convenient if this info is also displayed.
TIA & Regards
Raj Va
retrieving the IndexedGeometryArray
with the compact, byref, interleaved and nio flags set to false,
and usecoordindexonly flag alone set to true.
Thanks in advance
Regards
Raj Vaidya
===
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Hi Simeon,
I wish that we had this feature too. BUT, examine the following case:
I have a quad geometry, use geometryino and normalgenerator to
generate normals, my geometry has hard edges, I retrieve an
indexedtrianglearray from the geometryinfo ( can't retrieve
an indexedquadarray AFAIK).
Now
oes not run i.e. nothing gets
>displayed and "Process Exit..." is printed.
>
>Have you any idea to what the problem is.
>Thanks.
>Grace
>
>>From: Raj Vaidya <[EMAIL PROTECTED]>
>>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>>To:
Hi,
Did U set the PhysicalBody on the View ?
I you haven't done so already, do:
myView.setPhysicalBody(myBody);
Raj Vaidya
>On Sat, 23 Mar 2002 16:41:34 +, Grace S <[EMAIL PROTECTED]> wrote:
>Hi, I have the following code to read in values from cube.obj and output
Hi,
The Java3D tutorial bundle has an example called TexturedText3DApp.java
under the subdir texture/, which depicts 2D texturing on a rotating
Text3D.
On Text2D being a Shape3D rather than a geometry, my opinion ($0.02)
is that it would have been more convenient if Text2D were indeed
a Geometry
not putting together a testcase. So, perhaps
you should wait.
HTH,
Raj Vaidya
>On Sat, 16 Mar 2002 23:30:48 -, Ewan Borland <[EMAIL PROTECTED]> wrote:
>I've been using the setHomeTransform() and goHome() methods of
>ViewPlatformBehavior on anOrbitBehavior and getting
for BYREF geometries under
PlatformGeometry. Mark Hood of the Java3D team examined the test case,
and found that Java3D1.3.0-beta2 ( yet to be released ) will indeed
work correctly for such cases.
HTH,
Raj Vaidya
>On Thu, 14 Mar 2002 15:20:17 +0100, Holger Langner
><[EMAIL PROTECTED]&g
>On Wed, 13 Mar 2002 19:39:25 +0100, Joachim Diepstraten
><[EMAIL PROTECTED]> wrote:
>Hi Raj
>
>> that float is much, much faster than double.
>Unless 64bit CPU isn't available everywhere this won't change
>
The key issue here is that the degradation has become acute with
jdk1.4 (read the bug i
currently in the Top 25 list of bugs. It will be worthwhile if
we all took time off to cast our votes.
Thanks
Raj Vaidya
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of the message "
Multiple mousebehaviors ? Do you folks encounter a jump in your
geometry while doing the following:
1. Enable behavior 1 and manipulate the geometry under it.
2. Disable behavior 1, enable behavior 2 and manipulate the
geometry under it.
3. Disable behavior 2, enable behavior 1.
Now, upon the
Hi Justin:
OK ! I see your strategy for incorporating SVG content into Java3D.
Looks neat. In fact, even a non-scalable image to start with would
be very useful. Mip-mapping and animation would be a great bonus.
I was being hyperbolic when I said "publication quality"; what I meant
was quality t
Hi Justin,
Nearly a year back I had posted a fairly long note about getting
publication quality Text2Ds in Java3D. If SVG is an avenue for
achieving this, then I am very interested.
A few (newbie) questions though !
What do you mean by an SVG texture ? Does it involve parsing
the (XML-like) SVG
ample code.
>
>Sorry for posting this question again.
>
>Thanks in advance,
>Sagar.
>
Hi,
I am not sure about "rotating the texture" part ...
If you haven't already, just check out the Billbo
Just wondering how best to produce the following "halo" effect in Java3D:
what I am looking to create is a border, a few pixels in width,
around primitives such as lines, through which the background
color would be visible. The scene could have many primitives, of
varying z-distances, partially o
Just Curious...
Why is it that the OrbitBehavior ( actually its superclass
ViewPlatformAWTBehavior ) keep track of and add MouseClicked, Entered,
Exited, and Moved events to the eventQueue ?
The processStimulus and processAWTEvents methods do seem to be
invoked for such events. These events do n
>>On Tue, 19 Feb 2002 02:09:22 -0800, Mark Hood <[EMAIL PROTECTED]> wrote:
>> Date: Sun, 17 Feb 2002 03:08:40 -0700
>> From: Raj Vaidya <[EMAIL PROTECTED]>
>>
>>
>> Also, I am wondering if it would be convenient to have something
&
Hi All,
I am trying to set up multiple views ( left, right, top, etc. ) of
my scene. Each of these views has a View, Canvas3D, and a *ViewPlatform*
( necessary, right ? ) object. The question is how to get each of
the views to have an orbit behavior and then how to get each of
the orbitbehaviors
Hi ian,
You want the colorcube to follow the mouse cursor with high-fidelity,
am I right ? Below is a modified version of your original code.
Just check out if this is what you wanted...
HTH,
Vaidya
==Modified code ===
import java.applet.
This is kinda weird...
My geometry seems to jump when I enable MouseBehavior after having
previously disabled it. Just based on a cursory glance of the
MouseBehavior class, should the "reset" boolean field be set equal
to true upon disabling a MouseBehavior ?
still trying to debug
Thanks i
Hi,
>On Tue, 12 Feb 2002 16:27:56 -, Matt Holland <[EMAIL PROTECTED]> wrote:
>I'd like to incorporate some 3D graphs into an application we're developing
>(Currently using Swing for the user interface). Before I go off and write
>some code to implement this, I thought I'd see if there were a
ke 1,2,3,4,1; but like 1,2,3,4)?
>
>1*2
>* *
>* *
>* *
>3*4
>
The polygons are assumed to be implicitly closed. Watch out for the
CCW order for describing the polygon though.
HTH,
Raj Vaidya
===
To
>On Wed, 30 Jan 2002 12:52:33 -0800, Doug Twilleager <[EMAIL PROTECTED]> wrote:
>The Texture object is just a wrapper object around the actual texture
>data which lives in the ImageComponent. The solution is to share
>ImageComponent objects and use unique Texture objects.
>
>Doug Twilleager
>Jav
>On Wed, 30 Jan 2002 17:25:51 +0100, Karsten Fries <[EMAIL PROTECTED]> wrote:
>By the way, why is
>the enable flag part of the texture and not of the texture attributes.
>Imagine
>a texture that is shared by two geometries in different shapes!
>This might lead to some inconsistencies or restricti
r you.
Thanks very much
Raj Vaidya
>On Mon, 28 Jan 2002 11:11:41 -0800, Kelvin Chung <[EMAIL PROTECTED]> wrote:
>Hi Raj,
>
>>Has anyone had any problems in displaying Text2Ds along with texture
>>mapped objects in the same scene ? Well, this is what happens
>>wit
Hi,
Has anyone had any problems in displaying Text2Ds along with texture
mapped objects in the same scene ? Well, this is what happens
with j2se1.4beta3 and j3d1.3. The Text2Ds when displayed in a scene
without texture mapped objects, are rendered correctly. In the
presence of texture mapped obje
oordinates
using the texture transform matrix ? Is it set as 0 in this case too ?
Raj Vaidya
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Hi,
>On Wed, 23 Jan 2002 11:10:40 -0800, Robert Bergman <[EMAIL PROTECTED]>
>wrote:
>
>Given this picture again, my vertex data is provided
>in a by-ref array aligned like this: ul, ur, ll, lr.
>
>Then (as I said previously) the index data is aligned
>like this: ul, ll, lr for tri 1 and lr, ur
Hi,
>On Wed, 23 Jan 2002 11:10:40 -0800, Robert Bergman <[EMAIL PROTECTED]>
>wrote:
>
>Given this picture again, my vertex data is provided
>in a by-ref array aligned like this: ul, ur, ll, lr.
>
>Then (as I said previously) the index data is aligned
>like this: ul, ll, lr for tri 1 and lr, ur
Hi:
what kind of projection ( parallel / perspective ) are you using ?
Also, what kind of behaviors are you using for effecting zooming -
those supplied by the API or your own ?
If you are using perspective proj., then the zoom classes supplied
with the J3D API should work. If you are using para
an identity matrix and carries no other
info. unless you specify so.
Regards
Raj Vaidya
>
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t the Texture Transform Matrix is indeed
the "texture matrix". That was the clarification I needed.
Thanks for your help,
Regards
Raj Vaidya
>On Mon, 14 Jan 2002 11:06:46 -0800, Kelvin Chung <[EMAIL PROTECTED]> wrote:
>>Delivered-To: [EMAIL PROTECTED]
>>Deliver
r indirect ways that I could achieve the above
using the current facilities in Java3D ?
Also, would someone be able to throw more light on the texture
mapping pipeline in Java3D ?
Much Thanks in advance,
Regards
Raj Vaidya
inder.
Regards
Raj Vaidya
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could simply grab the
boundary edges - edges which have only one polygon neighbor - for getting your
outline.
Regards
Raj Vaidya
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>On Mon, 7 Jan 2002 10:07:46 -0800, Paul Byrne <[EMAIL PROTECTED]> wrote:
>
>The default capability for everything in Java3D is 'NeverEver'. If you
>don't set the ALLOW_REF_DATA_WRITE capability for your Geometry Java3D will
>assume (actually it will enforce) that you will never change the data.
: The Electronic Visualization Library
Excellent set of references including paper links, bibtext entries
etc.
Good Luck
Raj Vaidya
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be nice :)
My whole question is, of course, based on my understanding that
ByRef geometry could result in inefficient rendering.
Thanks in advance
Raj Vaidya
===
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hod really work under such circumstances
or have I misinterpreted the doc.
Regards
Raj Vaidya
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, are there
safe/adventurous ways of handling the problem with/without
regard to portability ?
Any ideas welcome !!!
Happy New Year Everybody
Raj Vaidya
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