Ok, this is going to far indeed - I just wanted to stress that for me
documentation is not most important (after few voices telling that docs
are first priority). You are right that there is no point in taking
example one by one.
John Wright wrote:
[...]
> Your usage of "I suppose" indicates that
Artur, I have no interest in debating matrix documentation with you. It
was simply an example that I tossed out quickly. I did check the pdf
doc you mentioned. It doesn't provide any more information in this
specific case.
If all you do is toy with Java 3D and make little demos then I agree,
t
John Wright wrote:
> "Another vaild notational scheme sometimes seen in computer graphics
> uses matrices with translation vectors in the bottom row. In this
> scheme, the order of matrices would be reversed, i.e., the order of
> application would read from left to right. Vectors and matrices i
>Subject: Re: [JAVA3D] Documentation again
>To: [EMAIL PROTECTED]
>
>Artur Biesiadowski wrote:
>
>> I might be in minority, but I do not agree. Of course good docs are
>> nice, but do not expect java3d team to write 3d rendering tutorial. This
>> is a job for book writers
I agree, that the documentation should not include a tutorial on how
matrices work or the underlying math. However we DO need documentation
for how to properly set up these matrices.
Are these matrices row-major form or column-major form?
Again quoting from "Real Time Rendering" page 32:
"Anot
I have to agree here, you would not expect a tutorial of trig functions or
natural logs in the Math class. It is generally assumed that if you're going to
use them you know what you're doing. It would be a nice idea to point people in
the right direction and list the concepts that the user should
Artur Biesiadowski wrote:
> Yes I agree - Audio, InputDevice/Sensor are quite complicated and I
> suppose underdocumented. I was able to get generic idea about what a
> Sensor is, but I would certainly not be able to write an app for it
> without a large amount of experimentation, if at all.
> O
here are more people using the
java-to-opengl libraries to do 3d graphics than there are people using
java3d.
Dave Yazel
www.cosm-game.com
- Original Message -
From: Artur Biesiadowski <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 19, 2001 7:16 PM
Sub
Justin Couch wrote:
> Ok, so that particular example is getting a little detailed, but again
> another example of how incompletely specified parts of the spec are.
> InputDevice handling is almost a magic box ATM. AudioDevice is also the
> same (see the recent posts on people wanting to implement
John Wright wrote:
> For Matrix4f the Javadocs state:
>
> "A single precision floating point 4 by 4 matrix. Primarily to support
> 3D rotations."
>
> Ok, is this a Rigid-Body Transform as per page 33 in "Real-Time
> Rendering" (Tomas Moller & Eric Haines)? Does the row-column
> orientation match
Artur Biesiadowski wrote:
>
> Justin Couch wrote:
>
> > For example
> > - tell me how WakeupOnSensorEntry works?
>
> I think that Sensor class javadoc is quite enough to make sense out of
> it.
>
> Example of usage of WakeupOnSensorEntry class would be (my example after
> reading docs for one minu
Artur,
What several of us are calling for is not a 3D tutorial (although I'm
sure very few would object if someone wanted to write one), but rather
enough information to be able to understand the API (and relate it to
other resources). I'll provide another example:
For Matrix4f the Javadocs sta
Justin Couch wrote:
> For example
> - tell me how WakeupOnSensorEntry works?
I think that Sensor class javadoc is quite enough to make sense out of
it.
Example of usage of WakeupOnSensorEntry class would be (my example after
reading docs for one minute) creating touch-and-expand menu (Johny
Mne
Artur Biesiadowski wrote:
> I might be in minority, but I do not agree. Of course good docs are
> nice, but do not expect java3d team to write 3d rendering tutorial. This
> is a job for book writers and generic tutorials, not one for particular
> framework. Java3d doc should focus on how to apply
John Wright wrote:
> The Javadocs and tutorial need to have a strong emphasis (they are every
> bit as important as developing new features... no they are MORE
> important), expecting people to learn all the stray tricks from my
> website or the j3d.org website or this list isn't practical. (Just
I totally agree with that...
By the way, anyone can tell me if there's a simple way to get the
normal of a surface (belonging to a more complex object) clicked.
Thanks for your help
Thomas Jung
Design Machine Group
At 2:08 PM -0700 4/19/01, Mona Wong wrote:
> I'd like to second everyth
I'd like to second everything that John Wright wrote below. In
addition, as a novice graphics person starting on Java 3D, the *most* helpful
thing for me has been sample code, sample code and more sample code!
Cheers,
Mona
> Again, we are on the subject of how valuable documentation wo
Again, we are on the subject of how valuable documentation would be. As
Justin points out the average (3D graphics) experience of someone trying
Java 3D will be less than someone mucking with OpenGL or DirectX.
I'd like to see the documentation not only exist but be reasonably easy
to find. The
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