ust tested
that.
Cheers,
Florin
-Ursprüngliche Nachricht-Von: Joerg 'Herkules' Plewe
[mailto:[EMAIL PROTECTED]Gesendet: Montag, 3. März 2003
16:35An: [EMAIL PROTECTED]Betreff: Re:
[JAVA3D] AW: [JAVA3D] Immediate Mode Rendering
When I dealt with this level of 3D
When I dealt with this level of 3D stuff a couple
of years ago. Changes in texture have been the most expensive
things.
AFAIK, changing the matrix is cheap, material
expensive. But I can be wrong for todays hardware.
At
the moment I'm grouping objects based on the model transfor
chricht-Von: Joerg 'Herkules' Plewe
[mailto:[EMAIL PROTECTED]Gesendet: Montag, 3. März 2003
15:19An: [EMAIL PROTECTED]Betreff: Re:
[JAVA3D] Immediate Mode Rendering
If nothing is really bad with your code, it just
depends. The SG is used for optimizations. Culling invi
hold?
- J
- Original Message -
From:
Florin
Herinean
To: [EMAIL PROTECTED]
Sent: Monday, March 03, 2003 1:51
PM
Subject: [JAVA3D] Immediate Mode
Rendering
Hi J3D guys.
I have played in the last few days with the immediate
mode rendering, and I
Hi J3D guys.
I have played in the last few days with the immediate
mode rendering, and I'm wondering why it's so slow compared to the scenegraph
mode ?
For example, drawing the geometries it takes 1.2 sec,
flushing another 2.3 sec, total = 3.5 seconds. Exactly the same scene in
scenegrap
Also know by BSP - Binary Space Partition
you can see a interactive demo about BSP here :
http://symbolcraft.com/pjl/graphics/bsp/
I am also very interested in BSP implementations in Java3D...
Alessandro
- Original Message -
binary partition tree - a binary search tree in the 3D
>Lan
>
> Thank you for your input. Actually I am benefiting from using java3d in
> terms of the programming simplicity. But I simply don't know how to plug my
> function in between each frame rendering. Is there any way to control (stop
> the next frame rendering until my function is run completely) th
Jeremy,
>if you are not going to use the scene graph features of java3d then there is
>little point in using it, use something like gl4java, this will give you
>direct
>access to the opengl commands. java3d is not the be all and end all of 3d
>graphics in java, but if you want the management of
PROTECTED]
> > Subject: Re: [JAVA3D] Immediate mode rendering
> >
> >
> > I am running into the situation that I need to build BPT for
> > my scenegraph
> > objects for every frame.
> > I was wondering the immediate mode would give me sort of
> >
Lan,
what is BPT?
> -Original Message-
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 02, 2002 10:18 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Immediate mode rendering
>
>
> I am running into the situation that I need to build
Lan Wu-Cavener wrote:
> thank you for commenting, Sean!
>
> That is probably what I need. My question is that am i able to call
> OpenGL function directly in the immediate mode? Then why to use java3d
> at the first place? (I am still not sure.)
>
>> I was actually curious about rendering objects
gt; > Sent: Tuesday, July 02, 2002 5:39 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] Immediate mode rendering
> >
> >
> > Sean,
> > You need to create your own Canvas3D extending the java3D's
> > canvas3D. You
> > have to atleast
> Sent: Tuesday, July 02, 2002 5:39 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Immediate mode rendering
>
>
> Sean,
> You need to create your own Canvas3D extending the java3D's
> canvas3D. You
> have to atleast override the methods 'renderField
I am running into the situation that I need to build BPT for my scenegraph
objects for every frame.
I was wondering the immediate mode would give me sort of control over the
rendering. Could anyone please comment on it?
Thanks in advance.
At 07:10 PM 7/1/2002 -0700, you wrote:
>What is nece
elman's book, it explains it
pretty well.
Get back to me if you have further problems.
Nitin
> -Original Message-
> From: Sean Sylvis [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, July 02, 2002 7:41 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Immediate mode renderin
What is necessary to render something (a com.sun.j3d.utils.geometry.Sphere) in a
JFrame and Canvas3D in immediate mode?
Sean
==To
unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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Hello,
I'm trying to make immediate mode rendering with Java 3D 1.2.1 or 1.2 on
Windows 2000.
But I have a BIG problem.
The Canvas3D (or java) paint the background of the Canvas3D twice !
One before paint is call, and one after paint is call.
When I say Background, I don't want to speek about
ormal
> X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400
> Date: Tue, 14 Nov 2000 10:13:28 +0100
> From: Christophe DUPUIS <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Immediate mode rendering and background erase
> To: [EMAIL PROTECTED]
>
> Hello,
>
> I'm trying
Hello,
I'm trying to make immediate mode rendering with Java 3D 1.2.1 or 1.2 on
Windows 2000.
But I have a BIG problem.
In the paint method of my subclass of Canvas3D I call super.paint(g) and
after a call my render method.
public void paint(Graphics g)
{
System.err.println("pa
; Date: Fri, 23 Jun 2000 12:41:33 -0400
> From: Athomas Goldberg <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Immediate-Mode rendering into an offscreen buffer
> To: [EMAIL PROTECTED]
>
> Hey --
>
> Does anyone have experience with immediate mode rendering into an
>
Hey --
Does anyone have experience with immediate mode rendering into an
offscreen buffer? If some could you post some examples?
-- Athomas
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Andrew Adrian
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>immediate-mode rendering... how?
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> Andrew Adrian
> <[EMAIL PROTECTED]> To:
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>rendering... how?
> A.SUN.COM>
>
>
> 17.04.00 17:09
>
]
Andrew Adrian
<[EMAIL PROTECTED]> To: [EMAIL PROTECTED]
Sent by: Discussion cc:
list for Java 3D APISubject: [JAVA3D] immediate-mode
rendering.
This is probably a silly question, but I've looked everywhere I can think
of and haven't been able to find out anything. A few of you have
mentioned IMMEDIATE-MODE rendering in passing, and from what I can tell
from context, basically all this is is stopping the rendering loop that
Java3D automat
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