[JAVA3D] Frustum Culling

2000-12-18 Thread David Ko
Hello, I've asked this question before. I'll just rephrase it. How do you have prevent the view from culling out a BranchGroup from rendering, even if the BranchGroup's "sphere of influence" is outside the range of the view? I'm having trouble because my TriangleArray is being culled out, even th

Re: [JAVA3D] Collision Detection

2000-12-18 Thread Sascha Koch
Hi! We have tested the Java3d-CollisionEngine in a project some months ago. We needed exact collsion detection (a bounding box was to unprecise). But the build-in Java3d collision was far to slow. So we switched to vcollide (written in c) and jni ( :( porting to other platforms sucks ). My quest

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread David
I don't know. But off the top of my head: Have you tried disabling "auto bounds compute" and set your own bounds for the shape? I don't understand why this is happening. Is your triangle strip also being translated, or are you changing the actual vertices every frame for movement? If so it c

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread David Ko
The TriangleArray I'm using is not being translated in any way. All triangles are modified throught a GeometryUpdater and passed back in by reference. During initialization, I fill the TriangleArray with 400 tris all at the origin. When one of the triangles is "fired", it's verticies are simply mo

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread David
Node.SetBoundsAutoCompute(false). I think it is on be default. If not then nothing would work unless you set the bounds, or turned auto compute on. There for I assume it is on by default. You can check with Node.getBoundsAutoCompute(). I bet thats the problem. Dave - Original Message ---

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread David
Suggestion: View fulstrum culling is done at the shape level, the bounds are unioned to make BG bounds. So set the shape's bounds auto compute off, use a bounding sphere with a radius appropriate to your geometry, on each geom update, move your vertices, and move the bounds center (I suggest usi

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread Shawn Kendall
I had this same problem in an early version of our particle code. Setting AUTO_BOUNDS_COMPUTE to off and THEN setting the bounds to your own object appropriately sized should do the trick. Good luck. David Ko wrote: > The TriangleArray I'm using is not being translated in any way. All > triangle

[JAVA3D] When is Beta2?

2000-12-18 Thread David
Just wondering. I am having major issues with the corrupted texture coordinates after multi-texturing. I would really like to move past that bug. 5 months ago I thought we were discussing version 1.3 by New Years, but at this point I would take 1.2.1 beta 2 Dave Yazel

Re: [JAVA3D] Frustum Culling

2000-12-18 Thread David Ko
Hrmm... well, setting the Bounds for the BranchGroup node doesn't work. I've tried setting the Bounds for the Shape3D node, but it keeps raising a ClassCastException, not when I set the bounds, but later on in the updateData function of GeometryUpdater. Curious...when I comment out the code to set

[JAVA3D] Transparency

2000-12-18 Thread Andrew Phelps(tug3d)
I have a problem with transparency which I am unable to solve. To illustrate the problem I have attached a very crude modeller program that demonstrates the problem, and would appretiate any comment as to why my implemetation of transparency does not work correctly.  (please excuse any except