I can actually agree with the u, Carlos. Though my applet turned to be
not 'compatible' 4 some reason with j3d1.2Beta (collisions are not caught
any more correctly, clipping occurs too close to the viewpoint and
setting Back/Front clipping distance of View doesn't change anything
(though it used t
Extract child nodes from BranchGroup up to the Shape3D objects. Having
the reference to them u can easily set your own Appearance on them (in
theory, at least, since i have never done it myself)
vladimir
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Hello all,
After all i was able to run the HelloUniverse code but when i maximized
the window it showed junk on the screen. I am using 1280 x 800
resolution and S3 vga card. but when i turn to 640x480 resolution there
is no such problem. Is it due to my VGA card or do i have to call some
function
Carlos,
Unfortunately (or should that be fortunately?) 1.2 is *very* different to
1.1. If you decompile the classes for both and difference them you will see
that almost every class has been modified, and may new classes introduced.
One of the big changes is in how picking is handled, so if I ha
Jonathan,
You need to modify the Appearance NodeComponent. Only Shape3D derived Nodes
have an Appearance attribute. BranchGroups are just logical groups
(containers) for a collection of children.
You can use the getChild method on a BranchGroup to return your Shape3D
nodes (TriangleArrays probab
All,
Any ideas why a model (vrml v2) imported with vrml97 loader seems to ignore
colorIndex array info?
The Shape Appearance (i.e. emissive color) can vary color but it controls
all model vertices. The model does not have textures and it looks fine in
standard vrml players (i.e. cosmo).
Thanks,
Hi,
I'm trying to use Java3D in a room mounted headtracking VR environment. Up
to now I didn't see anything. What Policies are neccessary? Do I have to
connect the tracker sensor to something for head treacking to work or is
Java3D doing this for me? Do I have to change the View Platform
Transfor
Hi all,
I am currently facing a question that may require your attention.
My app got many TransfromGroup nodes under a single BranchGroup node.
This is render into a Canvas3D. Everything is fine.
Things get a litle bit complicated when I want to open a new window that
may render
only some of th
How would a person go about animating 2 objects at the same time, they
are adjacent in the world, but have different TransformGroups in the
scene tree?
I had thought about creating another TG, then using
oldTG.addChild(newTG.getChild(index)) and running a PathInterpolator on
newTG, but a)I don't
Hi,
I've tried applying a texture (gif) with alpha channel to a 0 depth Box
(cheap).
Also tried with a square index faced set.
Cannot seem to get the box to not render where alpha channel is 0.
(RenderingAttributes setAlpha Greater 0 ).
(trying for a decal on glass window).
Any hints? TIA.
rg
Hi Shawn,
The synchronization bug 4313347 is fixed in FCS release.
However it is too late for us to make it into the upcoming v1.2beta2.
In FCS release, you will see that the view is
much less jitter than before. But there is still a little bit jitter
sometime, since Java 3D spec. don't gu
Kelvin Chung wrote:
> Hi Shawn,
>
>The synchronization bug 4313347 is fixed in FCS release.
> However it is too late for us to make it into the upcoming v1.2beta2.
>
>In FCS release, you will see that the view is
> much less jitter than before. But there is still a little bit jitter
> som
In Java3Dbeta1, I found a synchronization problem between updating a
transform on some geometry and updating a transform above the View. The
update was performed in a behavior that used WakeupOnElapsedFrames(0).
>From other posts later, I assumed the synch-ing problem was due to the
bug announced
The docs that come with Beta2 say that the Picking utils don't work with
Shape3D's with more than one Geometry object.
Is that also true for Shape3Ds that use GeometryStripArrays? I can have
a Shape3D with only one GeometryStripArray - but the single Geometry
object can have many strips. No matt
Hi JR,
GIF alpha is crappy anyway, because you have only one bit
(transparent/opaque) instead of the 256 levels possible in theory.
Especially for effects like glass you should use an 8-bit alpha channel.
Get the JDK 1.3 (RC2 was just released) and use the PNG format (1.3 rules
anyway). If this
--
"truth is no more nor less than what one feels at each
instant in the perpetual climax of the present."
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