Thanks. That was what I need.
Maybe I should read the javadoc a bit more... ;)
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Given a scene graph node (a shape3d, a Primitive, etc), I need
to know which is the total transformation (actually only the
translation, not the rotation) realtive to the origin applied over
this node.
This can help you to understand what I need: I pick an 3D object
(tree, house, etc..) in my C
I'm getting an java.lang.OutOfMemoryError in my program
after trying to add several thousands of scene nodes to
my scene graph. OK: "no problemo", I suppose it's not
possible to avoid such an error when you try to render
"too much" 3D objects. But I have some questions:
1. I'm not sure, but...it'
Very helpful. Thank you.
I'm from Spain and I didn't know this nmemonic (SOHCAHTOA).
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Sorry for my ignorance, but... SohCahToa?
What is this?
Could you please be a bit clearer ?
Thank you.
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Depending on the length of my world in the X axis:
How far I have to move my view back in the -Z direction
to view my whole scene 3D?
Is there any equation like: "distance = world_length_X * some_factor" ?
Thank you.
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"If you have more specific questions just let us know.
-- Mark Hood"
Thank you for your information, Mark. Very useful.
Now here is my specific question:
Like many other people in this list, I'm working with
terrains and landsca
I'm getting a bit confused when reading
the Java3D API documentation about the class
"View"...
What are the differences between the physical and
the virtual world (or physical and virtual coordinates) ?
Thanks.
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Hi all.
This is my question on a similar subject:
I would like to know how Java3D links to OpenGL.
I posted a similar message here in the list in April,
and Mauricio Vices reply to me (thanks, Mauricio),
but I still am not sure about how this works.
The question is:
I know I have at least 2 Op
Don´t be confused: I agree with you that Java3D is a
very well designed-implemented-documented API.
And sure: native windows render faster.
However, I can´t succesfully get such simple things as
popups menus over a Canvas3D or adding a Canvas3D to
a JInternalFrame in my MDI application.
I'll tak
I would like to know if the Java3D development team
has in mind to include a Swing, lightweigth component
for rendering in near releases of Java3D.
Canvas3D is good, but try to integrate it with a
Swing application
Thanks.
Does anybody knows if it is available the Java3D API Documentation
in Windows Format (.hlp) ?
Where?
Thanks.
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Thank you for your information.
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[EMAIL PROTECTED] and include in the body
I would like to know how Java3D links to OpenGL.
I know I have at least 2 Open GL renderers installed in my system:
-Microsoft Generic OpenGL 1.1 (default with Windows 2000)
-NVIDIA Renderer OpenGL 1.3.1 (NVidia Detonator XP drivers)
When I run a game or a 3D benchmark (like 3DVillageMark)
the
Is there a release date for version 1.3 of Java3D?
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[EMAIL PROTECTED] and i
That's my problem.
I want to rotate my 3D model using a RotationInterpolator.
It works fine, but while it's working, the CPU usage is 100%.
This is my interpolator code:
RotationInterpolator rotator =
new RotationInterpolator(
new Alpha(-1, time),
rotationTG,
yAxis,
0.0f,
Add me to the list of interested people, please.
Thank you.
One more thing... if you don´t mind:
How many answers have you received yet?
(total, public and private)
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Dear Dr. Michael,
I recommend you the Java3D Api Specification, you can find it in
http://java.sun.com/products/java-media/3D/releases.html#spec_1_3
It is better than the Api Tutorial. Im sure you will clarify main concepts.
Maybe you have gotten it already. I don't know. I tell you because I
Here is the source Code!!
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.event.*;
import java.awt.GraphicsConfiguration;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.geometry.ColorCube;
import com.sun.j3d.ut
Please Sorry for my english!!
This is from Specification Java 3D:
The effects of transformations in the scene graph are cumulative. The
concatena-tion
of the transformations of each TransformGroup in a direct path from the
Locale to a Leaf node defines a composite model transformation (CMT) that
I've built a QuadArray which contains non-planar quads (quads
without all vertices in the same plane)...
...this is impossible in theory, so I guess Java3D internally
divides every quad into 2 triangles.
My questions are:
Is this true?
How are divided the quads?
Does it depend on the the order
Finally I have been able to put a background geometry into my scene.
I wanted to render some clouds in the background of my terrain scene.
I've got it using a Sphere of radius 1.0 as a background geometry,
flipping the normals, and mapping my "clouds.jpg" into the sphere:
Appearance app = new
I have not tested it, but I suppose this could work well for you:
public void processAWTEvent(AWTEvent[] events)
{
int x = ((MouseEvent) events[0]).getX();
int y = ((MouseEvent) events[0]).getY();
myPickCanvas.setShapeLocation(x, y);
PickResult pR = pickCanvas.pickClosest();
Thank you for your answer, but I was working yet with OpenGL version of Java3D and my
fog still doesn't work. My specific question is:
Is it necessary to add the fog leaf node to the scene graph?
or is it quite enough to do myCanvas.getGraphicsContext3D().setFog(myFog)?
or both of them?
Thank
I want to add fog to may scene, and I don´t know how to do it.
This is my code:
ExponentialFog fog = new ExponentialFog(150, 150, 180, 0.25f);
fog.setInfluencingBoundingLeaf(myBoundingLeaf);
fog.addScope(mySceneGraph.getRoot());
myCanvas3d.getGraphicsContext3D().setFog(fog);
Wit
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