Hi,
I see that a few questions have come up regarding the application of my
galaxy simulation. So just to eliminate those uncertainties, here goes:
To begin with I just wanted to know fast stars would really move across the
screen if one were to fly with Star Trek velocities. This I have already
Richard Smith - Systems Engineer - Melbourne said:
> The question was raised about the value of a floating point Z-buffer.
> The point here is that for the same number of bits, a fp Z-buffer
> uses its bits to distinguish more accurately between near objects
> than far objects. As a consequence it
The question was raised about the value of a floating point Z-buffer.
The point here is that for the same number of bits, a fp Z-buffer
uses its bits to distinguish more accurately between near objects
than far objects. As a consequence it should be acceptable to have
a very much greater near/far r
Florin Herinean said:
> a) the main scene, which will include everything that's in the close
> distance, and with which you won't have any problems with the Z-Buffer
> b) a background *geometry*, not a texture, but one or more point arrays.
> Here you will put all the visible distant stars. It will
lto:[EMAIL PROTECTED] Behalf Of Jørn Cornelius Olsen
Sent: Montag, 10. November 2003 13:42
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Clipping work-around question
Hi again,
/*
While typing this message, I got the one from Jeremy Booth, who seems to
suggest a similar approach. Thanks Jeremy. Can y
Richard Smith - Systems Engineer - Melbourne wrote:
One other possibility is to use a framebuffer that implements a
floating point Z-buffer rather than integer. That should give much
greater dynamic range.
Ok, I may be showing some ignorance here, but here goes. Don't a float and an
int both have
Hi Richard,
Right. That would be real cool. Following your idea (I didn't think such
low-level things could be manipulated), I looked around and came across
javax.media.j3d.DepthComponent. I've searched specification, documentation
and tutorials, yet I can't seem to find out how I replace the defa
One other possibility is to use a framebuffer that implements a
floating point Z-buffer rather than integer. That should give much
greater dynamic range.
--
,-_|\ Richard Smith - SE Melbourne
/ \ Sun Microsyst
Jørn Cornelius Olsen wrote:
* Obviously the different renderings would have to applied in a certain
order. Can that be controlled?
the best bet would probably to use mixed mode rendering, and update the
background if/when needed between frames
* When every view is rendered except for the first, i
Hi John,
Yes, 32 bits would give me the possibility to see 100LY away and 220275
metres near, yet that does not solve the problem entirely. Also it would be
quite poor for portability.
I don't think that depth sorting can be done manually. At least clipping
can not be disabled as noted in this FA
What you need is a graphics card properly set up with a 32 bit z-buffer
so that you can increase that clipping ratio. The other thing would be
to turn off depth sorting and do it all manually yourself (not something
I would want to fuss with myself).
- John Wright
Starfire Research
"Jørn Corneli
Hi again,
/*
While typing this message, I got the one from Jeremy Booth, who seems to
suggest a similar approach. Thanks Jeremy. Can you also help me with the
additional questions (latter part of posting)?
*/
Even though the below suggestions would seem to denote a possible solution,
I'm afraid t
Hi
This is a very common problem, even on smaller scales. Just to do a
single system (ie, our own solar system) would be impossible. Maybe your
best option is to render your scene sevaral times at different scales,
render the largest scene first, apply it as a background to the next
smallest scal
Thesolution for your problem is simple: scale the complete scene. E.g. you
could use mm instead of km. You can't see any difference in the scene if
you do that.
Le Mon, 10 Nov 2003 05:58:38 +0100, Jørn Cornelius Olsen
<[EMAIL PROTECTED]> a écrit:
Hi,
I just started using Java3D. My goal is to crea
Hi,
I just started using Java3D. My goal is to create a realistic
representation of the Milky Way. To begin with I just created a small
region of space (100 by 100 light years), which contains about 4000 stars
(PointArray) - the engine renders this just fine. Obviously I had to adjust
the clipping
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