Re: [JAVA3D] Clipping work-around question

2003-11-13 Thread Jørn Cornelius Olsen
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

Re: [JAVA3D] Clipping work-around question

2003-11-12 Thread Jeremy Booth
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

Re: [JAVA3D] Clipping work-around question

2003-11-12 Thread Richard Smith - Systems Engineer - Melbourne
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

Re: [JAVA3D] Clipping work-around question

2003-11-11 Thread Jeremy Booth
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

Re: [JAVA3D] Clipping work-around question

2003-11-11 Thread Florin Herinean
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

Re: [JAVA3D] Clipping work-around question

2003-11-11 Thread Jeremy Booth
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Jørn Cornelius Olsen
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Richard Smith - Systems Engineer - Melbourne
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Jeremy Booth
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Jørn Cornelius Olsen
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread John Wright
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Jørn Cornelius Olsen
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Jeremy Booth
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

Re: [JAVA3D] Clipping work-around question

2003-11-10 Thread Michael Pfeiffer
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

[JAVA3D] Clipping work-around question

2003-11-09 Thread Jørn Cornelius Olsen
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