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
:
Subject: Re: [JAVA3D] Scenegraph
Culling
Sent by: Discussion
list for
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
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
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
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
>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
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)
---
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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
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
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
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
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