Title: RE: [JAVA3D] Text3D morphing
Hi peter,
Yes, manipulating text3D is very hard for morphing purpose... I think I'll try to implement your idea (using a texture (text texture) and apply it on morphing shapes).
I'll let you know about the result.
You can see the first impleme
GeometryArray
and the text will morph when you morph the objector will it.
- Original Message -
From:
Franck Calzada
To: [EMAIL PROTECTED]
Sent: Monday, December 15, 2003 1:44
PM
Subject: [JAVA3D] Text3D morphing
Hi,
I'd like to apply a morph beh
Hi,
I'd like to apply a morph behavior
on a Text3D object.
To do so, I need to convert my Text3D object (which derives
from Geometry class) to a GeometryArray object.
Do you know how to create a GeometryArray
object from a text3D?
Do you know if it's possible to apply a morph b
Frank,
I don't have an answer for you but I've seen this sort of behavior
before.
- John Wright
Starfire Research
Frank Bellegarde wrote:
>
> Hi all,
>
> I've created a ruler in Java3D and at some moment
> during the execution of the application, the text on
> it seem to be extracted from it and
Hi all,
I've created a ruler in Java3D and at some moment
during the execution of the application, the text on
it seem to be extracted from it and floats here and
there in the 3D universe, real-sized, at positions
possibly random. The ruler is created only once, at
the begining of the simulation,
Gregory Gimler wrote:
Does anyone know of a good way to attach text messages to Canvas3D
objects
without using Text3D or Text2D? I was using Text3D in the past but
encountered multiple parent exceptions and undesired effects
when using multiple Canvas3D cameras looking at the same universe. Is
Does anyone know of a good way to attach text messages to Canvas3D objects
without using Text3D or Text2D? I was using Text3D in the past but
encountered multiple parent exceptions and undesired effects
when using multiple Canvas3D cameras looking at the same universe. Is
there some way of doing
Brandon,
Thanks a lot! It works very well.
Alejandro
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:JAVA3D-INTEREST@;JAVA.SUN.COM]On Behalf Of Brandon
> Sent: Monday, November 11, 2002 5:14 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3
Oh yeah you wanted it smaller, just use .1 or
something in setScale(). Set scale worked for me...
--- Brandon <[EMAIL PROTECTED]> wrote:
> The following code worked for me (made it larger and
> changed the font extrusion):
> BranchGroup objRoot = new BranchGroup();
> Font3D yF3D = new Font3D(new F
The following code worked for me (made it larger and
changed the font extrusion):
BranchGroup objRoot = new BranchGroup();
Font3D yF3D = new Font3D(new Font("Serif", Font.BOLD,
1), new FontExtrusion(new Line2D.Double(0, 0, .02,
0)));
Text3D xT3D = new Text3D(yF3D, "X", new Point3f(0.0f,
0.0f, 0.0f)
Hi all,
I checked the archives and was unable to find an answer. My question is on
this code
Font3D yF3D = new Font3D( new Font( "Serif" , Font.BOLD , 1 ) , new
FontExtrusion() );
Text3D xT3D = new Text3D( yF3D , "X" , new Point3f( 0.0f,0.0f,0.0f) );
Shape3D shxT3D = new Shape3D( xT3D );
myTransf
andro
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:JAVA3D-INTEREST@;JAVA.SUN.COM]On Behalf Of Nitin.Jain
> Sent: Sunday, November 10, 2002 1:21 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Text3D font size
>
>
> Alejandro,
>
> Ei
-Original Message-
From: Alejandro Allievi [mailto:allievi@;acm.org]
Sent: Monday, November 11, 2002 12:49 AM
To: [EMAIL PROTECTED]
Subject: RE: [JAVA3D] Text3D font size
Nitin,
Thanks for the reply.
I am having some problems with the OrientedShape3D. This is my code:
//Create Sha
[mailto:allievi@;ACM.ORG]
Sent: Monday, November 11, 2002 12:01 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Text3D font size
Hi All,
I am trying to have Text3D labels next to a set
of Cartesian axes. The problem I am having is that
the text is much too large even though I am specifying
a font size of 1 in
Hi All,
I am trying to have Text3D labels next to a set
of Cartesian axes. The problem I am having is that
the text is much too large even though I am specifying
a font size of 1 in the Font3D object(1 meter tall!).
Is it possible to have the font size smaller than 1 meter.
Thanks for any help.
It is not possible to assign texture coordinates to Text3D objects,
but the TexCoordGeneration object, should apply to it. And yes,
Text3D can gobble up triangle counts pretty quickly.
Doug Twilleager
Java 3D Team
Sun Microsystems
>Subject: Re: [JAVA3D] Text3D texturing and performance
Joachim, Justin,
Last I looked, texture coordinates were not generated for Text3D geometry.
Using Text3D is also a very easy way to generate thousands of vertices
within your scene, particularly for serif fonts at large sizes. Justin, it
sounds like you are going to need your own 2D font renderin
Hi,
The Java3D tutorial bundle has an example called TexturedText3DApp.java
under the subdir texture/, which depicts 2D texturing on a rotating
Text3D.
On Text2D being a Shape3D rather than a geometry, my opinion ($0.02)
is that it would have been more convenient if Text2D were indeed
a Geometry
Hi Justin
> 1. The Text3D class does not state how or whether it is effected by
> textures. Does it?
Text3D is Geometry subclass so it's affected by all Appearance-states of
the Shape3D-node it's contained into. Including all texturing apperance
components
EOF,
J.D.
--
Explore SRT with the hel
Mike Goldwater wrote:
> Try Text2D. Not properly documented but features in the Java3d tutorial
> and in the examples. I believe it is implemented as a texture on a
> rectangle but that might be nonsense.
Yes, I've seen this, but there are a couple of reasons why we can't
use it within our curre
might be nonsense.
Regards
Mike Goldwater
Auric Hydrates Ltd
[EMAIL PROTECTED]>
> -Original Message-
> From: Discussion list for Java 3D API [mailto:JAVA3D-
> [EMAIL PROTECTED]] On Behalf Of Justin Couch
> Sent: 17 March 2002 07:04
> To: [EMAIL PROTECTED]
> Subject: [JAVA3
I'm looking at the implementation of the VRML Text node in Xj3D. I have
a few of questions, which relate to performance, and hence how I'll
implement it. Any insights as to the best way of implementing this would
greatly appreciated.
The VRML spec states that Text is a "two-sided flat text-string
Hello All,
When I add a Text3D/Text2D object to scene graph how can I assure that the
Text is always parallel to the X- axis even though I rotate the visual
object.
Thank you
ravi
===
To unsubscribe, send email to [EMAIL PR
> From: "Andrew R. Thomas-Cramer" <[EMAIL PROTECTED]>
> > From: "Doug Gehringer" <[EMAIL PROTECTED]>
> > This happens when the size of the texture for the Text2D is larger than the
> > maximum texture size for the graphics card. There is no easy fix. One way
> > would be use a smaller font, whic
> From: Gerd Mueller <[EMAIL PROTECTED]>
> Just an idea: Is it possible to have an object always in front of
> another ? Just like the OrientedShape3D, but I guess there has to
> be a translation somewhere, not only a rotation. That would be
> ideal for the labels. My problem is as follows: I deve
multiplying it by the magnitude of the old position vector.
The result is the new position vector that you need to transform the label
by.
B.D.
>From: Gerd Mueller <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subj
- Original Message -
From: "Doug Gehringer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 17, 2001 12:15 PM
Subject: Re: [JAVA3D] Text3D vs. Texture
> This happens when the size of the texture for the Text2D is larger than the
> maximum t
> > Also some of the Text2D
> > objects show only a white rectangle (even in the Text2DTest example,
> > where the 'Green Italic Text' is a white rectangle).
>
> This happens when the size of the texture for the Text2D is larger than the
> maximum texture size for the graphics card. There is no e
> From: Gerd Mueller <[EMAIL PROTECTED]>
> Wido Wirsam <[EMAIL PROTECTED]> wrote:
>
> > I think for labeling it's better to use the '2d-texture-text' version. But
> > you don't have to generate the text-image by yourself, Java3D does this
> > for you. Take a look at the text2D-class. The readabil
On Tue, 17 Jul 2001 04:35:02 -0700
Wido Wirsam <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I think for labeling it's better to use the '2d-texture-text' version. But
> you don't have to generate the text-image by yourself, Java3D does this
> for you. Take a look at the text2D-class. The readability will
Hi,
I think for labeling it's better to use the '2d-texture-text' version. But
you don't have to generate the text-image by yourself, Java3D does this
for you. Take a look at the text2D-class. The readability will be even
better because you can use antialiasing on the Text2D. But take care
about
Hi,
I've got a lot of objects and each of them has a label created
with a OrientedShape3D. The text of the label could be created
either by a Text3D object or by rectangle with a texture where
the texture is rendered 'online' via a BufferedImage. I would
simply draw the label text into the image.
Hi.
Any
idea about how in
text3D make carrying to necessarying line (/n)?
plese
[EMAIL PROTECTED]
ICQ:
#75190013
Hi!
Recently faced the following problem.
Necessary to add the text from file on screen (on 3D scene, certainly). It is
got 40 lines. If each line to add as separate Shape3D, that all begins
horribly to hold up. It is Necessary whole text to attach to scene as
one object. Appears the ques
Peter,
Thanks for your test program. A bug report has been filed to track this
bug.
BugId 4431675 - PickTool can't handle Text3D when pick mode is set to
GEOMETRY_INTERSECT_INFO.
- Chien Yang
Java 3D Team.
===
To
Peter,
Yes, there isn't any picking bug related to this. If you're certain
that this is a j3d bug, please send us a test program.
- Chien Yang
Java 3D Team.
> MIME-Version: 1.0
> Date: Wed, 28 Mar 2001 11:48:05 +0100
> From: Peter Balmforth <[EMAIL PROTECTE
Is it so that there is a bug in Text3D picking whereby if
PickTool.GEOMETRY_INTERSECT_INFO
is used instead of PickTool.GEOMETRY for the PickCanvas mode , it is not
only impossible to get
an intersection but the pick results do not include the Text3D shape at all.
If PickTool.GEOMETRY is used, onl
Hi - I've been experimenting with Text3D and have a question...
When creating the Font3D the first argument is a standard java.awt
Font object, within which a point size is specified. How does this
point size translate into the distance units used in Java 3D?
It looks as though the point unit is
Jay,
I would recommend that you don't use Text3D. Text3D creates some pretty
complex geometry itself, so you may end up with more vertices in your labels
than in your scene itself! I would switch to Text2D (or render your text
into a Raster itself).
Sincerely,
Daniel Selman
[EMAIL PROTECTED]
Hi,
I've read the archives and there was some responce to the following questions,
but I could not deduce what the answer was..
so, currently I have a scene filled with stars and constellations..
these constellations have labels associated with them..
along with the stars and constellations are t
EMAIL PROTECTED]>
Sent: Monday, July 17, 2000 6:05 PM
Subject: Re: [JAVA3D] Text3D problem
> What you could do is to attach your text to a scaled TransformGroup like
this:
>
>
> > Transform3D scaleFactor = new Transform3D();
> > scaleFactor.setScale(
What you could do is to attach your text to a scaled TransformGroup like this:
> Transform3D scaleFactor = new Transform3D();
> scaleFactor.setScale(0.1);
> TransformGroup scale = new TransformGroup( scaleFactor );
Font3D font = new Font3D(new Font("Serif", Font.
Hello all!
I am using a Text3D object with a font size of
1.
However, Java3D displays the text in a size so big, that even
a four letter word cannot accomodate itself on my screen.
This is my code. Where am i going wrong???
Font3D font = new Font3D(new Font("Serif",
Font.PLAIN, 1)
43 matches
Mail list logo