Hello!
Yesterday I decided to update my Java3D installation. I installed Java3D 1.2
and Java Plug-In 1.3 to be able to try out some of the new J3D applets I
found on the net.
I was really satisfied with what I saw until...
I tried out a small program I was writing. It's just a small transparent
Hello!
I've written a small applet which uses textures with Java3D. This applet is
displayed fine in Netscape and in the AppletViewr but it fails in Internet
Explorer with the following error:
Error: in loading image
java.lang.NullPointerException
at com.sun.j3d.utils.image.TextureLoader.getTex
Hello!
This isn't really completely Java3D related but I came accross this problem
while writing in Java3D so I decided to ask here. Is it possible to include
the images necessary for the applet to run in a jar file? I tried to put
them into the archive but JVM complained for not finding the imag
Hi Damir,
to load images from the jar file you have to use the getResource()
method. I use something like this:
ImageIcon icon = new ImageIcon(getClass().getResource("image.gif"));
Hope it helps,
Ingo
===
To unsubscribe,
Hello!
Apart from the brief discussion in the tutorial section 3.2, where does one
find information and perhaps even some kind of tutorial regarding how to
write loaders?
And what about exporting a Scene in some kind of format? For instance after
some slight editing. How does one go about accom
Can't tell what is going on just by seeing the stack dump; how about
showing a code snippet around line 71 of your Boing applet
-Original Message-
From: Damir Arh [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 12, 2000 5:12 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Loading images
Hello!
Yes, sure. I just wasn't attaching it as it works fine everywhere else
except in IE so I thought it's not a matter of code. Anyway, it's nothing
special, just using the TextureLoader to get the file.
71: TextureLoader texLoader = new TextureLoader("checkered.gif",this);
72: app.setTextu
Well, we know the texture loader works in IE... there is nothing obvious
from your code snippet... although, the stack trace says it is in
"TextureLoader.getTexture()", which you call on line 72. Sounds more
like it's dying at line 72 because it is not finding the texture
actually, you are at
In my experience, Transparency does not work correctly in Java 3D and hasn't
for well over a year. Very frustrating to me since *most* of the things I
want to do involve surrounding one polyhedron with another with the outer
one partly transparent. I've had to use "SCREENDOOR" type transparency
Hello!
> to load images from the jar file you have to use the getResource()
> method. I use something like this:
> ImageIcon icon = new ImageIcon(getClass().getResource("image.gif"));
Thanks. It works now. At the same time it solved my problem with IE not
wanting to load the images at all. Unfo
Hello!
Huh! I'm certainly not glad to hear that. I guess I can then just put this
project of mine on hold until the next release of Java3D. SCREENDOOR
transparency is really not a satisfactory option for me. I already tried it
yesterday when looking for the problem in my code. It did 'work' but t
Hello!
Using the URL instead of regular file access did help. When thinking about
it, it really is weird that it worked in Netscape, particularily because
both were running it with the Plug-In. I ended up using:
TextureLoader texLoader = new
TextureLoader(getClass().getResource("checkered.gif"
Damir:
In your mail you mention that you use Java3D 1.3. Have you tried
Java3D 1.2? Also, there will soon be the release of Java3D 1.2.1 beta that
has some transparency bug fixes. If you have a test program that shows the
bug, please send it to [EMAIL PROTECTED]
Thanks
Uma
Java3D Team
I haven't tried this myself, but I have been told that the following might
help.
instead of
ImageIcon icon = new ImageIcon(getClass().getResource("image.gif"));
try:
.getResourceAsStream();
I don't know the details, but some info is available at
http://developer.netscape.com/docs/technote/ja
I am looking into using this right now for my web-based applet. Keeping
images in the JAR file is an ideal way to go. First, this keeps all the
class files and content files (3D models, textures) in one file.
Downloading one file is faster than multiple files, also JARs are
compressed which also
hi Damir,
if your image is nested in folders like /images/test/image.jpg in a jar-file, you can
get it with:
InputStream in = getClass().getResourceAsStream("/images/test/image.jpg");
Now read bytes from the stream and create an image:
Image img = Toolkit.getDefaultToolkit().createImage(bytes[])
Well, I finished my conversion to keeping my content in JAR files and it
works pretty well... one problem though. When it comes to placing sound
files in the JAR, I remembered that the MediaContainer that takes an
InputStream as a constructor is broken in J3D 1.2. As it stands, I
cannot use getR
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