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
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
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
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
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 ---
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
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
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
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
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
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