Re: [JAVA3D] Scenegraph Culling

2001-07-11 Thread Michael Nischt
Title: zero mail well, for all who mailed me or answered in the mailing list in the short time i put the actual stuff on the web, so everyone can download it..   i hesitate for this, because it isn'T finished/optimed yet, e.g. theretical its is possible to assing different textures on parts of

Re: [JAVA3D] Scenegraph Culling

2001-07-11 Thread Andrew Neiderer
: Subject: Re: [JAVA3D] Scenegraph Culling Sent by: Discussion list for

Re: [JAVA3D] Scenegraph Culling

2001-07-11 Thread Michael Nischt
Title: zero mail wahh, forgot the attachment sorry. so here it is !greetingsMichael Nischt e-mail: [EMAIL PROTECTED] homepage: http://zero.monoid.NET Heightmap.java

Re: [JAVA3D] Scenegraph Culling

2001-07-11 Thread Michael Nischt
Title: zero mail so it seems there's are a lot of interest on scenegraph culling and heightmaps, i attached my attempt (i fixed the bounding problem and now it works - fine on my GeForce :-))   the Heightmap code, using the Java3D scenegraph for culling. but notice: it is NOT optimized and c

Re: [JAVA3D] Scenegraph Culling

2001-07-11 Thread Gerard Peregrin
In a message dated 7/10/01 11:34:44 PM, [EMAIL PROTECTED] writes: << I missed your reply and just saw it. I am very interested in terrain modelling myself and auto-generate all mine (usually from GIS height grids). I expect to be doing something along the line of what you are trying. I was hoping

Re: [JAVA3D] Scenegraph Culling

2001-07-10 Thread Chris Thorne
Hi Michael, I missed your reply and just saw it. I am very interested in terrain modelling myself and auto-generate all mine (usually from GIS height grids). I expect to be doing something along the line of what you are trying. I was hoping to go into some detail on this stuff with David before

Re: [JAVA3D] Scenegraph Culling

2001-07-10 Thread Doug Twilleager
>culling would be quite useful. Also, controling the culling operation >indepnedantly from the render would be quite useful in testing and >debugging. SGI's Performer can do that. ;-) > This type of operation should be possible with extensibility in Java 3D 1.4. Doug Twilleager Java 3D Team Su

Re: [JAVA3D] Scenegraph Culling

2001-07-06 Thread Michael Nischt
Title: zero mail thanks very much Chris,   if i understood correctly:  for culling my terrain, scenegraph culling is good.   so what to to for that ? i got the terrain organized in little pieces ( each part is a unique BranchGroup with a Shape3D added)   --- | 8  | 9 |10 | 11|-

Re: [JAVA3D] Scenegraph Culling

2001-07-05 Thread Chris Thorne
Hi Michael, FYI below is the info I gathered on culling for  the Performance Sutras (I'll have to do an update).. As to actual stats on *how* efficient it is I can't say. cheers, Chris LODS/Switches and culling Application Culling    1.Using the application to cull nodes at a gross level (e.g. u

Re: [JAVA3D] Scenegraph Culling

2001-07-05 Thread Michael Nischt
Title: zero mail Kendall, Shawn wrote:   >You will find most of what you are looking for if you search the mailing list archives and also check out www.j3d.org.   well, i looked at www.j3d.org before, but din'T find anything, and after your mail i also did a search a the mailing archive. i

Re: [JAVA3D] Scenegraph Culling

2001-07-05 Thread Kendall, Shawn
You will find most of what you are looking for if you search the mailing list archives and also check out www.j3d.org. However, the last question is a good one. Knowing whether or not a object is culled, or rather notification through a listener during culling would be quite useful.  Also, contr

[JAVA3D] Scenegraph Culling

2001-07-05 Thread Michael Nischt
Title: zero mail hi all, i am wondering how efficient Java3D's scenegraph culling is ? AFAIK i konw a quadtree is used for culling, so it should no too bad..   i guess everything is culled with the viewplattform bounds, so are the six projection planes put in a BoundingSphere or the like that