Hi..
sorry to disturb you with so many questions today..:-)
I read through the code for Sphere class..and I saw GeomBuffer class there.
Seems that texture coordinates are put there, is it right? How to get the
value of it? I didn't see that it's stored in Sphere class as one attribute.
I tried to
I wonder, what is actually the result of getImagePlateToVworld method..
If I do GeometryArray.getCoordinate, will it give coordinate in that vworld?
If not, how can I get coordinate from mouse event associated with the result
of getCoordinate?
Regards,
Tria
==
>
Hi,
I'm also trying to set the appearance of a scene created from a .obj file. I
tried to follow Dan Petersen's instructions, but I couldn't work out how to
apply the appearance object to a scene read in from the file.
The problem is that when I read in the objects, they come as a hashtable
Tria,
I suspect you need to step back from your problem, read some of the
documentation and tutorials and review the email list archives. Rest assured
that many of your questions have been answered in the past.
You will need to generate a "Pick ray" from the 2D mouse position. Take a
look at the
When you manipulate the view platform's transform, it's not the scene that
changes, it's the view. If by "same result"/"same behavior", you're seeking
the scene to change, I'm not sure how you would do that by manipulating the
view.
Otherwise, the code snippet below provided me with mouse navigat
I'm trying to turn transparency on and off for a live Shape3D object
(quadShape). The capability bits are all set correctly, and I'm getting no
exceptions with the following method.
The println("message") is returning the correct message, but the quadShape
object is not changing transparency.
I'
Is it reasonable to assume I will see a significant improvement in speed if
I take the time to convert everything that's double precision to float
precision?
Changing everything over will take quite a bit of time, so I thought I'd ask
before spending the time. This means all of my Point3d's would
At 12:46 PM 11/1/99 -0500, Casteel, Don wrote:
>Is it reasonable to assume I will see a significant improvement in speed if
>I take the time to convert everything that's double precision to float
>precision?
You'll suffer a significant *decrease* in the speed of writing your code
because of havin
Don,
I suggest you not attempt any sort of conversion before doing some timing
experiments. With a few cleverly placed getCurrentTimeMillis(), it should
be straightforward to determine if a converted section of code executes
faster. Be sure to run the experiment several times using floats and
d
I went ahead and did it just to see what happened.
Yes it was time consuming to change everything. I was disappointed to find
no noticeable improvement in performance however. My current application
takes input of xyz triplets and regresses a surface from them, showing the
original points with an
> Now clearly
> it's going to double your memory burn for big arrays of these things, which is
> a significant performance drag, but will it hurt performance otherwise?
J3D stores the data internally as floats, so you'll be incurring a performance
hit for all your setCoordinate(), setColor(), et
-Original Message-
From: Casteel, Don <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Monday, November 01, 1999 12:14 PM
Subject: [JAVA3D] float -vs- double
>Is it reasonable to assume I will see a significant improvement in speed if
>I take the time to convert everyt
Negativ. I tried 1.1, 1.2 and 1.3beta. The result: 1.2 and 1.3b are exactly
the same speed, HotSpot slowing them down by 5% or so. Not good for a
pure-java implementation?
1.1 is about 30% faster, but still very slow.
Are there some hidden switches?
- J
Joerg 'Herkules' Plewe
HARDCODE Develop
Probably very simple to most, but how do you create normals.
Example
--
QuadArray face = new QuadArray(4, QuadArray.COORDINATES|QuadArray.NORMALS);
face.setCoordinates(0,coordinateArray);
/*
How do you calaculate normals for ea
At 12:44 PM 11/1/99 PST, you wrote:
>Probably very simple to most, but how do you create normals.
Use GeometryInfo and NormalGenerator. Look it up in either the
j3d demos or j3d tutorial examples directories. -Tim
===
To un
Hi,
Well, first thanks for everybody, who answered my questions. It's really great,
in our runnnig world to find such ready to help men !
And, I have a question again. I have some Open Inventor files, and I
must convert them into an another 3D file format. I found a lot of 3D converters,
but nei
go from iv to vrml (OI has a converter provided) it will go smoothly and
loading vrml in J3D is a piece of cake with vrml97 loaders
(see http://www.vrml.org/WorkingGroups/vrml-java3d/
regards
--
Olivier FillonMinestar Project
olivier.fillon at mincom.com Mincom Limited
Ph.+61-7-3303-3344
On Sun, 31 Oct 1999 13:57:57 -0500, The Casteels <[EMAIL PROTECTED]> wrote:
>Why is the Java3D tutorial in Adobe format? And why isn't it offered in
>HTML?
Yea but HTML printed page layout stinks...
and until there are some better solutions come up we're stuck with PDF.
>
>I really didn't need
Great! We can always use another Tutorial...
in the mean time check out
http://www.sdsc.edu/~nadeau/Courses/VR99/
It helped me out a lot.
-Larry
On Mon, 1 Nov 1999 07:51:44 +0800, Justin Couch <[EMAIL PROTECTED]> wrote:
>Inaam Khan wrote:
>>
>> How can i know how to build scene graphs with
jdk 1.2.2 j3d 1.1.2 NT 4 platform
When adding a getSceneGroup() obtained from a vrml loader, I get the
following exception:
11/2/99 12:10 PM, error: javax.media.j3d.IllegalSharingException:
SharedGroup: I
llegal leaf nodes
javax.media.j3d.IllegalSharingException: SharedGroup: Illegal leaf nodes
Hi,
I am trying to map a texture onto a Shape3D object which is composed
of about a thousand polygons stored in a GeometryArray object. I am
trying to decal an image onto the shape surface but have not been
successful. I can apply the texture to the individual polygons but they
are so smal
hi there,
here is my next question: how can i add an appearance object to scene
(loaded from an object file), or from a branchgroup which is part of the
scene. or am i wrong? have i to add apearance to every shape in the scene?
so long and ...
clemenTs
===
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