I get the idea: "I'd like Java3D to be completely open sourced, but
really I want
someone to be a steward of the codebase to make sure that there is a
central "reference" implementation to work with. "
My application is simply to build a Gibsonian cyberspace online.
If Java3D can be good for that
I am using a Compaq Evo N800v. It has a 64MB ATI Radeon 7500.
Performs well using Java/Java3D and VRML. You need the latest release
of java (1.4.1_2) as
1.4.1 has some problem with DirectX/Direct3D (and I in one bug report it
may also be releated to the ATI drivers)
- nasty problem causing the wh
Also if you are using a very large model you may get precision issues
(many old threads on this) in which case:
1) using doubles instead of floats can help
2) reducing the difference between front an back clip distance can help
chris
Alessandro Borges wrote:
Check-list:
* use a good video card (G
n account) based on the file type.
At 27/01/2003 13:28:00, you wrote:
Also,
I am using j2sdk1.4.1-b21
and Java3d 1.3
chris
chris Thorne wrote:
Hi,
I am trying to apply one texture with transparency over another. The
base texture does not
show through where the top
Also,
I am using j2sdk1.4.1-b21
and Java3d 1.3
chris
chris Thorne wrote:
Hi,
I am trying to apply one texture with transparency over another. The
base texture does not
show through where the top texture has transparency. Here is the simple
test code fragment I am using to
test it. Anyone
Hi,
I am trying to apply one texture with transparency over another. The
base texture does not
show through where the top texture has transparency. Here is the simple
test code fragment I am using to
test it. Anyone spot the problem?
thanks,
chris
...
// Create appearance object for te
geom. using texCoords and the secound
using texCoords2.
I hope this makes sense.
Cheers,
Brad
chris Thorne wrote:
Can someone please explain the meaning and use of texture coordinate set
(texCoordSet) for geometry arrays
(in particular a triangular strip array)? The java doc does not ex
Can someone please explain the meaning and use of texture coordinate set
(texCoordSet) for geometry arrays
(in particular a triangular strip array)? The java doc does not explain it.
thanks,
chris
===
To unsubscribe, send e
Hi Alex,
just looking through old emails because I am trying texturing of terrain
models and saw your thread.
How did you get the frame rate up to 30 fps?
Also, do you know how to combine a texture with a more detailed texture on
a triangle strip array?
thanks, and happy new year :) ,
chris
Hi , just saw this old message.
I am trying to do something similar with grid data using an indexed TriangleStripArray.
Did you find a solution? Mine is not working at the moment - I am trying
to set texture coordinates
and it just displays blank.
Happy christmas and new year,
chris
Illar
r 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
>
> ==
"Copps, Kevin D" wrote:
> Sometimes I am getting this stripe appearance (see attachment) when I have
> different colored (yellow and green in the picture) geometries behind one
> another and the geometry in front is sufficiently thin. It is worse when the
> distance from the geometry to the viewe
> intended solely for the addressee(s) named. If you have received this
> information in error, or are advised that you have been posted this Email by
> accident, please notify the sender by return Email, do not redistribute it,
> delete the Email and keep no copies.
>
>
> ======
Hi Justin,
I have not forgotten you.
I had two other little offline tasks to do that were urgent - the second I
will finish niext week. I think I am over half way through with the
tiledterraindata stuff. Had to do more thinking/coding on the Rez side to
make it fit.
Chris
> Well, I wouldn't c
The Dell and the Toshiba both have GeForce4 with different
designations. I am not sure if the are both MX versiosions.
The Dell is a 440 Go - so based on the MX440 as you say. I expect
the Toshiba is the same
only the Dell has 64MB versus the Toshiba 32 a
gt; > body
> > of the message "signoff JAVA3D-INTEREST". For general help, send
> email to
> > [EMAIL PROTECTED] and include in the body of the message "help".
>
> ÿ
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the
Dave, are you talking about darkened edges around separate textured polygons/suraface
or
where two textures join on one surface? I tried to find out from Sun engineers at
siggraph 2000 if
the first was an issue in Java3D. I was encountering it in VRML and wanted to know if
Java3D would have t
gt; the appropriate elements and update the terrain
> model?
>
> Anybody have suggestions?
>
> Alex
>
> ===
> To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
> of the message &q
On some systems I had to run it twice to get the installAnywhere to work
(e.g. on my athlon with win98). First time it would just hang with a blank
dialog box and I had to kill it off.
Second time no problems.
Chris
Wilson Wen wrote:
> I jsut downloaded (twice) the java 3d for Windows
> (.exe
Hi Michael,
I missed your reply and just saw it.
I am very interested in terrain modelling myself and auto-generate
all mine (usually from GIS height grids).
I expect to be doing something along the line of what you are trying.
I was hoping to go into some detail on this stuff with David before
Hi Michael,
FYI below is the info I gathered on culling for the Performance
Sutras
(I'll have to do an update)..
As to actual stats on *how* efficient it is I can't say.
cheers,
Chris
LODS/Switches and culling
Application Culling
1.Using the application to cull nodes at a gross level
(e.g. u
To Thomas, Corysia, Quoc and those who were interested in the height field
stuff:
With regrads to the Rez distribution,
there are a lot of example batch and config files so to save you a little
trouble
you can look at the Asci2J3D.bat, Asci2J3dConfig.txt files for an example of how
to configure/r
Justin Couch wrote:
> ChrisThorne wrote:
>
> > As promised I have put up some code that will translate height fields
> > into tristrips.
>
> Beat you by a couple of hours Chris :) Just commited very similar code
> to the j3d.org code repository, but only the low-level heightfield ->
> image -> he
So you want quaternions: where you specify a vector (axis) [X Y Z] and an angle W to
rotate about the axis.
I don't have this code (I'm sure a few on this list do) but you can look at:
http://www.cs.berkeley.edu/~laura/cs184/quat/quaternion.html
http://skal.planet-d.net/demo/matrixfaq.htm#Q45
Thi
Arbitrary axis or arbitrary point in space *and* a specified axis?
Chris
Kynn Jones wrote:
> I need to map mouse-dragging motions to rotations around an arbitrary
> axis (not necessarily through the origin). Does anybody know where I
> can find code (preferably some extension of MouseRotate or
Will,
Re the precision problem I was not able to run your applet from the link, maybe it was
the firewall.
Can you please try using doubles not floats for your
calculations and transforms and let me know how it goes. Single precision floats
only give you 'reasonable' accuracy for 6-9 decimal d
I would also like to get a related question answered:
If I set the front and back clip distances, during the rendering
process when the depth at each pixel for each polygon is calculated
does the entire range of depth buffer values (e.g. from 0 to MaxDepth)
get mapped to this range from frontClip
Desiree,
I have only just started to look at this but a few initial comments
come to mind.
These points will not help (much) but could make a little difference
in similar applications.
My points are not about Z buffer (that comes later) but are with respect
to accurate positioning
of objects in
>From memory in the triangle trip array the first three vertices make up the
first triangle.
The next vetex makes a triangle using itself and the previous two vertices. and
so on...
Chris
---
Hi David,
There doesn't seem to be a way of posting questions to the FAQ on Cosm.
Or is this to be arbitrarily through the message boards (which don't seem to
be too active -
what you all got day jobs or something? :) ).
Chris
--
Desiree,
As some may have said, if the range of coordinate values is very large
then the z buffer tearing
can be noticeable because of insufficient floating point precision
(as identified by Justin).
I.E. if two surfaces are overlapping and only 0.1 apart but your terrain
models have coordinate
Can someone please point me to documentation on the j3f format and what tools can
import/export
it,
thanks,
Chris
This Email may contain
David,
This was from Doug and Shawn some time ago. It is a little paraphrased
as I modify posts to suit my Java3D
Performance Sutras document.
Chris
Automatic - Java3D Culling
If a Group that contains nodes and Shape3Ds has a Bounds that is
not in the view frustum, then the entire sub-graph
Artur,
It is a long time since I studied what is being done with hidden surface removal but,
if your card is doing a simple scanline hidden surface removal then your program seems
like a
worst-case nightmare for it!
If the algorithm sorts polygons into z order and they don't intersect (in z) the
I can't help you with this but you should update the date on your computer
- it is dated last
year and I only found your message by accident :)
Chirs
PLUG wrote:
Hi!
I have problems with
objects transparency with textures. Already 5 days. Below Uma Sabada has
written working (like) program. B
FYI I have been scanning performance content on the list and building a performance
perls document. I'll put it up on the web if anyone is interested.
I think the comment from Kevin Rushforth is the reference you are after:
SetTransform
1.The setTransform(Transform3D t) method of the Transfo
Geoff,
FYI, it runs at 1.4fps on a PIII700 notebook with ATI Rage Mobility
AGP 2x, 8MB
and 12fps on an Athlon 900, AGP 4x, Gforce II GTS 32MB
When I reduce the divisions to 4 the notebook fps goes up to 5.5.
Chris
Geoff Morris wrote:
Hi: I've
attached example code that generates and displays
Zak,
The intersection problem - where there is tearing and flashing at the
intersection of two
surfaces as you move around - is something I am familiar with in VRML
- looks like
you have a similar problem in Java3d.
If this is what is happening it could be due to the precision of
the depth calcu
Hi Petros,
Just a guess : it looks like you are trying to write to it too quickly - before it is
finished the last render.
If so then you could look at double buffering.
However the fact it takes longer to crash if you stop rendering to other canvases
seems to indicate the
problem lies elsewher
Just a test - I've been getting duplicate messages
This Email may contain confidential and/or privileged information and is
intended solely f
I posted this with an incorrect subject line - (abuse of the reply-to)
sorry,
Chris
chris thorne wrote:
There was once a performance question on background
texturing and I did not see
an answer that resoloved the problem or showed a fix - see my mini-thread
below:
"
When using an
There was once a performance question on background texturing and I did
not see
an answer that resoloved the problem or showed a fix - see my mini-thread
below:
"
When using an image background performance is reduced considerably!
It became so slow that I had to use a simplestar geometry backgrou
Hi Dave,
can you tell me what the results of your texture experimets were?
What is the "straight line syndrome " you refer to?
regards,
Chris
"Yazel, David J." wrote:
5. I think I have finallly found the right "combination" for large terrain
in Java3d. I have experimented with lots of differ
Hi Bob,
can you please let me know what responses you got from this message
- I did not see any
on the list,
thanks,
Chris
Bob Gray wrote:
I created a simple scene is which I have 2 torus shapes.
I added a behavior to wake up every so many milliseconds and move the 2
objects around. I get *
Hi,
Did you get any response to this?
thanks,
Chris
Andy Kriger wrote:
> Are there any available performance comparisons of Java3D versus OpenGL
> wrappers like Magician or GL4Java? I am interested in seeing the speed of
> similar performance-intensive tasks using these different APIs.
>
> I
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