Yes. One way of doing this would be to derive your own class from the
J3D Alpha class and override the value() method. You can then call
super.value() to get the value as calculated by J3D and react as you need.
Dan
Paul Brown wrote:
Actually, maybe not, because the interpolators must call the Alp
Actually, maybe not, because the interpolators must call the Alpha
value() method on a frequent basis. My own Alpha class could simply
intercept those calls, test the value on its way back and fire events
accordingly.
A fiddle but it might just work.
Thanks,
-Paul
Original Message ---
Hi Daniel,
I have your book and source code - they have been an inspiration to me.
If I understand you correctly though, and after looking at your
FileAlpha class, your suggestion of writing my own class which extends
Alpha would mean either:
1) repeating the time incrementing calculation, because
Paul,
Write your own Alpha implementation class. I have a couple of examples
in my book. Code here:
http://www.manning.com/catalog/view.php?book=selman&item=source.html
Look at the customalphatest examples.
Sincerely,
Daniel Selman
Paul Brown wrote:
Hi,
I need a version of Alpha for use with S
Hi,
I need a version of Alpha for use with Sun's Interpolators that fires,
when it is paused, finishes and reaches 1.0
Does anybody have anything similar?
Essentially, I need to know when the interpolator has finished. Is there
another way of knowing this?
At the moment, I have a low priority thre
Hi all,
does anyone know how to accelerate a alpha object at runtime without loosing
the position of the Interpolator??
Thanks
Serge Bernier
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of th
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
> I want to have a chat with you privately
> about the tree algorithm you're doing. They're fantastic and easily the
> best models I've seen anywhere in a game and everyone I've shown them
> too agrees. I'd love to be able to snarf your ideas for some
David Yazel wrote:
> Thanks to some help from Kelvin from Sun we got terrain splatting working.
> http://www.magicosm.net/screenshots/cosm903.jpg
Nice. If you could add just a little more alpha to the edges of the rock
textures it would look very realistic.
> It seems to really soak up the fram
Looks great David!
David Yazel wrote:
>
> 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 screenshot
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
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
When I set loop count to -1 or something greater like 10, everything worked
fine. The animation was played correctly. But with a loop-count of 1, the
animation was immediatly over. I need to do a call to setStartTime, with
current System time as
Dear Rob,
> Thanks for the help about the Alpha loop count. I
> got it working.
just for the records (and to help me and others, later reading
this thread from the archives): HOW did you get it working?
regards
Georg
___ ___
| + | |__Georg Rehfeld Woltmanstr. 12 20097 Hamburg
Thanks for the help about the Alpha loop count. I
got it working.
Rob Elsam
__
Do You Yahoo!?
Everything you'll ever need on one web page
from News and Sport to Email and Music Charts
http://uk.my.yahoo.com
==
Hi Rob,
> ... Alpha ... Is there anyway to check at which
> point the loop count has reached? Basically I want to
> create a method that is called when the loop count has
> reached its end. Does anyone have any suggestions?
As far as I know, there is no notification mechanism, but the
Alpha o
Rob,
If you inherit from the TransformInterpolator class then you can add
the line in the method:
public void processStimulus( Enumeration enum ) {
if(getAlpha().finished())
{
}
}
and call another method from there. I hope this helps.
Jason Cheatham
=
I am making a game where an object moves from the left
to the right of the screen. When it reaches the end
of the screen the process is repeated. Setting the
alpha's loopCount to say 6 would make the object go
across the screen 6 times. After the sixth time the
process would be ended. At this
Following up on Justin's alpha masking e-mail some time back, I have been
trying to figure out a way to load and manipulate alpha masks as efficiently
as possible. I am attaching a class which can construct a graysale buffered
image from an array of bytes efficiently. It might be of use for som
We currently don't make available a debug version of Java 3D. If we did,
we could add
this.
Doug Twilleager
Java 3D Team
Sun Microsystems
Joachim Diepstraten wrote:
[EMAIL PROTECTED]">
Hi Doug
OpenGL error are mostly ignored - at least for rendering calls. It wouldbe very expensive
Hi Doug
> OpenGL error are mostly ignored - at least for rendering calls. It would
> be very expensive, performance wise, to look for errors after every OpenGL
> call. And because java doesn't have an enumeration type, it can sometimes
> be very hard to track certain kinds of API errors.
How a
Java 3D Team
Sun Microsystems
>Subject: Re: [JAVA3D] Alpha in Multitextur combines
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Delivered-to: [EMAIL PROTECTED]
>
>Hi
>
>
>> value is not there. I use getAlphaRaster() on the BufferedImage to write
>> something
Hi
> value is not there. I use getAlphaRaster() on the BufferedImage to write
> something to the alpha portion of the BufferedImage. [RGBA all have the
> same value]. This BufferedImage is later used as source for the
> ImageComponent2D which is then again used as the source Image for the
> Text
Hi
Has someone experience with alpha source/function in
TextureAttributes.Combine somehow I get the feeling that something fishy
happens there. I seem to get different results with the same combine
functions and sources when I set the output to RGB instead of Alpha.
The problem might be that allt
Hello,
When exactly an Alpha function starts to compute values??
(When I instancie it, when it is made live, ...?)
Thanks in advance.
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the mess
tions.
Regards
- Original Message -
From: "Mike Butt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 06, 2001 4:57 PM
Subject: [JAVA3D] Alpha Manipulation
> I am building an application at the moment and need some interpolator
> control. I
- Original Message -
From: "Mike Butt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 06, 2001 10:57 AM
Subject: [JAVA3D] Alpha Manipulation
> I am building an application at the moment and need some
interpolator
> control. I can p
I am building an application at the moment and need some interpolator
control. I can pause/unpause an interpolator smoothly manipulating alpha
and can also make it jump to different points in the interpolator.
I have read the other mail but cannot find an answer to the following
questions.
1)Ho
ussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Brandon
> Sent: Monday, October 08, 2001 2:38 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Alpha restart
>
>
> Is there a way to restart an alpha object after it's
> already been created? I'm usi
, October 08, 2001 2:37 PM
Subject: [JAVA3D] Alpha restart
> Is there a way to restart an alpha object after it's
> already been created? I'm using alpha and morph to
> animated my mesh, but I want to be able to restart the
> animation. I was thinking I could restart the alpha?
Is there a way to restart an alpha object after it's
already been created? I'm using alpha and morph to
animated my mesh, but I want to be able to restart the
animation. I was thinking I could restart the alpha?
Is this the best way to do this?
Thanks in advance,
Brandon Roybal
Hi
Guys
Is there a way
i can know when the alpha finishes ? this is of course
without using the
finished() method as i need the alpha to do something
when it is done.
do i have to extend
alpha for this ?
Ben Arbel
Senior Developer
Xtivia Technologies
[EMAIL PROTECTED]
http://www.
Last semester, I didn't have time to look at all of the emails from the
list. When I got back to it, I had over 2500 emails in my java3d folder,
so this question may have been answered and I just don't know it.
Anyway, I recently got a new computer from Dell (Pentium iii 1GHz) with
Windows ME on
-
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, April 22, 2001 1:10 PM
Subject: [JAVA3D] Alpha blending in background geometry... bug?
I can't seem to get any alpha blending to work in background geometry. Is
this a limitation or known
I can't seem to get any alpha blending to work in background geometry. Is
this a limitation or known bug?
Dave Yazel
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D
Title: [JAVA3D] Alpha with loopCount = 0
Hi all.
I have developing a java3D based VRML browser.
---
DEF TimeS1 TimeSensor {cycleInterval 3 }
DEF TimeS2 TimeSensor {loop TRUE startTime
---
> From: John Wright [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, February 07, 2001 8:41 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Alpha: Setting mode does not disable use of
> increasingAlphaDuration
>
>
> Lee,
>
> I have to say that my understanding of
ero", you should set
the mode instead.
-Lee
> -Original Message-
> From: John Wright [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, February 07, 2001 8:41 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Alpha: Setting mode does not disable use of
> increasingAlphaDu
, and would be affected adversely if it was changed?
>
> -Lee
>
> > -----Original Message-
> > From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> > Sent: Tuesday, February 06, 2001 4:51 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] Alpha: Setting mode d
> From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, February 06, 2001 4:51 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Alpha: Setting mode does not disable use of
> increasingAlphaDurati on
>
>
> Hi Joel,
>
>The stopTime
if we later set
a.setIncreasingAlphaDuration(0);
the stop time becomes 1.5 sec.
Thanks.
- Kelvin
---
Java 3D Team
Sun Microsystems Inc.
>MIME-Version: 1.0
>Date: Tue, 6 Feb 2001 14:37:13 -0500
>From: "J. Lee Dixon" <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Alpha:
JDK 1.3, Java3D v1.2.1Beta1
In my code, I use the same Alpha for doing a simple 2 second up-ramp (0
to 1)...
Alpha a = new Alpha(1, 2000);
This works fine.
... then later use the same object to do a simple 1.5sec down ramp (1 to
0)
a.setDecreasingAlphaDuration(1500);
a.se
Title: Alpha with loopCount = 0
// source line
Alpha alpha = new Alpha (0, Alpha.INCREASING_ENABLE, 0, 0, 0, 0, 0, 0, 0, 0);
PositionInterpolator posInt = new PositionInterpolator (alpha, objMove);
//
I make positionInterpolator to move some object as above.
I thought that if I set loopCount
Here's what I've got...
At compile-time, a TG [moverNode] that has no children. Associated with
it is a PositionPathInterpolator(new Alpha(-1, 3000), moverNode,
axisOfTranslation, knots, positions). Then during execution, I add
children to moverNode and set the positions, axisOfTranslation, and
: [JAVA3D] Alpha
Transparency
list for Java 3D API
14.04.00 17:59
Please respond to
Discussion list for
Java 3D API
Hi,
I'd like to apply an image (gif) with
Hi,
I'd like to apply an image (gif) with alpha transparency to a surface and
have
the underlying object be transparent where the alpha channel is 0.
Is this possible? Anyone send a doc pointer or code snipper?
TIA,
JR
===
>> Is there any way to get lighter the cpu percentage of a rotation?
>
>Write your own RotationInterpolator which uses WakeupOnElapsedTime, with
>some reasonable time condition or use WakeupOnElapsedFrames with values
>greater than 1 (which is the default WakeupCriterion for Interpolators).
Well
Hi all,
Is there any way to get lighter the cpu percentage of a rotation?
Suppose having a rotating sphere, maybe better a very slow rotation, so is
there any way to stop rotation thread to free my CPU and then restart it
after other tasks?
Alpha is very very heavy!!!
=
Hi Stefano
>
> Is there any way to get lighter the cpu percentage of a rotation?
>
> Suppose having a rotating sphere, maybe better a very slow rotation, so is
> there any way to stop rotation thread to free my CPU and then
Write your own RotationInterpolator which uses WakeupOnElapsedTime, with
All,
I've been working on an Applet to explore the Alpha class. I've posted it on
our web site:
http://www.tornadolabs.com/News/news.html
You can run the Applet online if you have Java 3D installed and configured
for your browser. I have tested the applet using IE and Appletviewer.
In the proc
Well, the bottom line is that in order to use multiple Interpolators on
one object, you need to use multiple transform groups. It looks like you
can do this to the ViewingPlatform by using the method
"getMultiTransformGroup". Then you can get one of the transform groups to
connect to. As for do
On Mon, 8 Nov 1999, Blaine Alex Bell wrote:
> I think this is what MultiTransformGroup is suppose to be used for, but
> don't quote me on it. I am looking into the same thing...
I don't think I know what this "MultiTransformGroup" is. Can't find it in
the API Documentation either... What is it?
I think this is what MultiTransformGroup is suppose to be used for, but
don't quote me on it. I am looking into the same thing...
Blaine
On Mon, 8 Nov 1999, Magnus Andersson wrote:
> On Mon, 8 Nov 1999, Marco Lohse wrote:
>
> > try the RotPosPathInterpolator. By specifying suitable knots etc y
On Mon, 8 Nov 1999, Marco Lohse wrote:
> try the RotPosPathInterpolator. By specifying suitable knots etc you can
> setup your animation. If you want different parts of an object (say arms
> and legs) move or rotate independently you have to use several
> RotPosPathInterpolators on several Transf
Hi Magnus,
try the RotPosPathInterpolator. By specifying suitable knots etc you can
setup your animation. If you want different parts of an object (say arms
and legs) move or rotate independently you have to use several
RotPosPathInterpolators on several TransformGroups.
Maybe you should take a lo
Hello!
I have a problem using the alpha interpolation. I want an object to move
in different ways without interruptions.
So I am thinking of using some alhpa interpolations after each other but
how can I get them to work together so that they are smoothly after each
other... I want the object to
[EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Wednesday, October 27, 1999 9:49 PM
Subject: Re: [JAVA3D] Alpha and PathInterpolator
Hi,
I think the problem is that an Alpha object cannot be paused. I solved this
problem by detaching the Behavior so that it becomes inactive and read the
prote
Message -
From: Rajesh Jain <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, October 27, 1999 7:36 AM
Subject: Re: [JAVA3D] Alpha and PathInterpolator
> I have a very similar problem, I have multiple RotPosScalePathInterpolator
interpolators and
> I would like to d
I have a very similar problem, I have multiple RotPosScalePathInterpolator
interpolators and
I would like to dynamically control them , i.e Pick a Particular BranchNode and
Pause interpolator on it using a KeyStroke. Then dynamically read the next set of
interpolation
matrices for this interpola
Hi all
I am developing a small application controlling
animation of humanoids. I am using VRML loader 0.90.2 from VRML-Java3d working
group and humanoid specification 1.1 from VRML humanoid animation working
group.
In the program, I am using
RotPosScalePathInterpolator for each joints in
58 matches
Mail list logo