Hi Justin
> > As I said depends. If you need special access to get it work. For example
> > stencil buffer things and you don't have them it's hard to get arround
> > these things.
>
>
> I have rarely, if ever, seen an algorithm that comes from research
> papers that states "you must use stencil/
al Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Raj Vaidya
Sent: Saturday, January 05, 2002 2:51 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Re-inventing the wheel
Hi EveryOne:
Thanks David Yazel for your article, and Best Wishes in your
endeavor.
Her
Joachim Diepstraten wrote:
> As I said depends. If you need special access to get it work. For example
> stencil buffer things and you don't have them it's hard to get arround
> these things.
I have rarely, if ever, seen an algorithm that comes from research
papers that states "you must use ste
Hi EveryOne:
Thanks David Yazel for your article, and Best Wishes in your
endeavor.
Here are some links which you, and others on this List, might find
useful:
1.
http://citeseer.nj.nec.com/cs
An excellent repository which has many papers on graphics
including texturing, data structure
Hi Daniel
> (of which I don't count myself a member) to consider techniques to be
> intellectual property, and many of the state-of-the-art effects are created
> by people who have little interest in sharing them, let alone publishing
> them through something like siggraph.
Sorry but I have to d
David,
Though I can tell you've experienced this a lot closer than I have, I think
I agree with you. I think there is a tendency within the gaming community
(of which I don't count myself a member) to consider techniques to be
intellectual property, and many of the state-of-the-art effects are cr
Hi Justin
> That said, if you understand the basic math behind the rendering, it is
> not that hard to convert stuff. All you loose is a bit of frame rate. I
As I said depends. If you need special access to get it work. For example
stencil buffer things and you don't have them it's hard to get a
Joachim Diepstraten wrote:
> Well I would say this depends heavy if the OpenGL implementation makes
> serious use of vendor specific extensions, functions and options which are
> not available to J3D it's quite hard to "convert" them.
You could make that same statement about trying to implemen
Hi Justin
> My last point is to not assume that something that was implemented in
> opengl cannot be implemented with j3d. Scenegraphs do have a different
Well I would say this depends heavy if the OpenGL implementation makes
serious use of vendor specific extensions, functions and options which
David Yazel wrote:
[ a good rant ]
Dave, I think much of your problems could be attributed to looking in
the wrong place. I am not a game developer by any stretch of the
imagination. My experience is in simulation and visualisation. The
things I hear and occasionally see from game developers rin
Hi
> 6. Advanced 3d: lighting, shadowing, occlusion culling, portals,
I'm currently working on this one (at least the first two topics), but run
into serious problems lately due to bugs, restrictions :(
EOF,
J.D.
--
Explore SRT with the help of Java3D
(http://wwwvis.informatik.uni-stuttgart.de
Hi, David!
Your help is always welcome!
and your design solutions very interesting.
Theory is important, like imagination and logic.
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I hear nVidia mentioned a lot on this
list--
does Sun have any sort of formal relationship with them?
- Original Message -
From: "Kevin Clark" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, January 03, 2002 6:51 PM
Subject: Re: [JAVA3D] Re-inventing the wheel
David, I feel your pain.
Re-inventing the wheel is one of my biggest pet-peeves.
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of the message "signoff JAVA3D-INTEREST". For general help, send e
Hear hear. Great post, I have been working on a Java3D game for the last
year, without any prior 3D experience, but a good background in java. The
level of frustration is sometimes unbearable but I do usually work through
my problems after extensive hours of reading and testing. You are correct
Justin posted a response to my e-mail that struck a fairly emotional chord
in me. He pointed out that the techniques I am going to attempt for doing
large scale forests and vegetation could be considered "tried and trusted
techniques". (and BTW way thanks for the link Justin, I will check it out
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