Hi Roy !
You could check the Fire GL 3. It is stated that it supports 2 monitors. But I
'm not sure if it is available yet.
Look at: http://www1.bethecreator.com/html/main/index.html
Roy Duffy schrieb:
> I am looking at the Elsa Gladiac Ultra for my Java3D application but I
> need to drive 2 scr
Hi Kevin !
Thanks for your reply.
>
> >I thought that all Behaviors are executed in the same thread ?
>
> It does today, but that could change in the future. Btw, when I said
> "AWT event behavior", I really meant "AWT event listener callback
> method" (i.e., a method called by the AWT or Swing
Hello,
I use picking with geometry intersection on any shape3D without problem, but I can't
use
picking with primitives like cone, box etc...
I get the output : javax.media.j3d.CapabilityNotSetException: Shape3D: no capability to
get geometry
Does somebody know if there's a way to use primitives
Hi everyone -
We are considering Java 3D for development of a new application which
involves animation of humanoids with motion capture data.
This is a must-have: the humanoids MUST look good and realistic!
I would think that it would be best to use a 3rd party tool to define
texture-mapped geo
I use Transform3D get(Vector3f trans) getScale(Vector3f scale) and
get(Quat4f rot) to extract rotational, translational and scale data from a
transform3D matrix and then reconstruct the transformation using corresponding
set methods. What make me surprise is that the two transform matrix are
di
There are a few people here with real-world experience, and they are
probably all different experiences :) www.roboforge.com is an application
using Java3d and has quite nice animation. You can bring a non-animated
humanoid into Java3d very easily using Starfire Lab's 3ds loader. I would
stay a
As David said, it's not exactly a simple task. Our 3DS loader certainly
can import excellent looking models (there are some quirks and my 3D
modelers are getting better and better at making models that work) but
animating them is possible in a couple different ways.
To animate in real time you ar
I managed to get things to work with yet another re-installation of Java SDK
1.3
and Java3D SDK. Obviously (is it really?) there was something
wrong/mismatching in the registry.
Is there a resource for the registry settings for java/java3d? It would be
nice
to know! Especially in situatons like
Thanks for your help !!
But still a question. I understand you mean the Navigator's Java console. It has some
commands represented by keys. Is it possible to type commands like 'policytool' ? How ?
Thanks in advanced !!
Dani
Hi Dani
you have to edit your policy file to set the applets permi
Its too early to tell on speed, but since the vertex delta's are
pre-computed on a per key-frame bases, the only calculation is the
interpolation per frame for each vertex. On a 400-500 vertex model this
time is negligible. This is the same method used by quake and halflife to
great effect. We
You might want to make sure you are applying the matrices in the correct
order since order matters in matrix multiplication. I haven't look at the
methods and you've probably thought of this, but just in case you hadn't I
thought I'd mention giving that a try.
Adam
-Original Message-
Fr
On Mon, 15 Jan 2001, Dipl. Ing. Paul Szawlowski wrote:
> For me an InputDevice is a piece of HW (or SW) which delivers a bunch of values. How
> these values are interpreted is quite application specific (sure it makes sense for
> head tracking equipment or arm tracking equipment, but not necessar
Dave,
Sure, for a single 500 vertex model it isn't a concern (with decent
hardware). My concerns are if those models shift up to say 1000 vertices
(better quality) and you put 100 or 200 of them in a scene! (not to say
that we won't have problems with our method either). Quake, Halflife,
etc all
The JavaDoc for PickTool says:
PickTool.GEOMETRY will pick using the geometry of the pickable nodes.
The PickResult returned will contain the SceneGraphPath to the picked
Node. Geometry nodes in the scene must have the ALLOW_INTERSECT
capability set for this mode.
Well, I've looked at Shape3D, and
Yes true. We have hopes to do level of detail and dynamically adjust the
smoothness of the animation as the number of animated characters increase.
Already our own "shapes" have built in progressive meshing in that for any
shape we can ask for it to adjust to N percent of its total complexity.
Si
Okay, finally found it. It's in the Geometry class... the documentation
was literal. Go figure ;)
-Lee
> -Original Message-
> From: J. Lee Dixon [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, January 16, 2001 9:37 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] PickTool GEOMETRY mode
>
As a final note/request, I guess I can understand why the Geometry class
defaults to having the capability turned off. But it does seem a bit
redundant to have to set the capability for everything in the scene
since PickTool throws an exception and dies if it finds something that
does not have th
Lee,
Certainly this should be documented better. It plagued me when I first
started. As far as I figure it should have the capability turned on by
default. As you mentioned having just one Shape3D without the
capability set causes it to die an ugly death. I'm not sure I'd want it
to ignore th
Dave,
>From what I experienced in Everquest their zones outright crash with 175
to 200 players (they did a year ago, they seem better now). I'm not
sure how much level of detail they are doing to know how many humanoids
might actually be visible at a time. I'd agree with you that even with
a to
Heres an example:
A particle system might have a shape swarming and rotating around a
character, and you want to click on the character without hitting the shapes
forming the partical system. But in that case I want it to ignore the other
shapes, not throw an exception.
> --
> From:
As far as I know there are no Ultra cards with support for two
monitors.
The Leedtek MX graphics card can handle two CRTs (most of the other MX
boards out there only do a CRT with a TV)
You might also want to look at the Matrox G450.
Scott A. Vander Weide
===
I was wondering if anyone knew how Java3D, and Transform3D specifically,
deal with Scale values that are negative.
I'm asking because I am loading a 3DS model and certain objects in the
model have scales of (-1,-1,-1). When the object comes up in my scene it
appears out of place.
Scott A. Vander
Dave,
My solution to this is to build my scene with multiple branchgroups. I
have a physical structure branchgroup that I pick against (for collision
detection) and I have a separate "decor" branchgroup for things that
players just see and can't actually touch / collide / etc. Thus I never
pick
I am trying to have a cone always follow a path in the same direction. I
always want the point to be facing straight along the path. Can anyone help?
THankz,
Zak
===
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Bo,
What you are doing is correct. The performance of offscreen rendering
varies in different configurations, depending on whether the driver
supports offscreen rendering or not. In opengl glx, pBuffer is used
for offscreen rendering; in opengl wgl, DIB is used. Unfortunately,
most of the graphic
Hi Qiuli,
We can reproduce this problem under v1.2.1 beta1 (and the upcoming beta2)
but not in v1.2 release. This is not particular related to OrientedShape3D
since if it is replaced by normal Shape3D (in ColoredBlock.java createText()),
the problem still persist.
Bug 4404972 - Text3D fail t
Hi Liming,
This bug 4364128 - Non-uniform scale not implemented in
RotPosScaleTCBSplinePathInterpolator, is fixed in v1.2.1 beta1.
Thanks.,
- Kelvin
---
Java 3D Team
Sun Microsystems Inc.
>X-Unix-From: [EMAIL PROTECTED] Mon Jan 15 09:03:59 2001
>X-Accept-Language: en
>MIME-Versi
You are welcome. Although it took me more than three hours to create a test
program of that, I think it is worth it.
Qiuli
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Kelvin Chung
Sent: Tuesday, January 16, 2001 2:16 PM
To: [EMAIL PROTE
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