Re: [JAVA3D] transforming Shape3D at runtime

2001-05-23 Thread Dipl. Ing. Paul Szawlowski
> transform_along_z.set(new Vector3d(1.0, 1.0, 1.1)); translation vector for translation along z-axis must be (0.0,0.0,x) where x is the amount of the translation. I would sugggest using a scene graph like that BG __TGa__TGa1__BARa1 | |TGa2__BARa2 | |TGa3__BARa3

Re: [JAVA3D] ZBUFFER PROBLEM

2001-05-23 Thread John Wright
Alvaro, None of us have "solved" the z-buffer problems. The best we can do is make intelligent choices for front and back clipping distances to best fit our scene. Dynamically adjusting the front and back clipping values is an intriguing idea, but it would be pointless to adjust just one of the

[JAVA3D] Documentation about IndexedTriangleArray

2001-05-23 Thread Joachim Diepstraten
Hi Hmm could it be that there is an error in the IndexedTriangleArray JAVADOC? It states: public class IndexedTriangleArray extends IndexedGeometryArray The IndexedTriangleArray object draws the array of vertices as individual triangles. Each group of three vertices defines a triangle to be dr

Re: [JAVA3D] Question about transformations

2001-05-23 Thread Joachim Diepstraten
Hi Kelvin On Tue, 22 May 2001, Kelvin Chung wrote: > Hi, > >Under the DirectX version of Java3D, you can verify if > T&L is using by > > java -Dj3d.debug=true yourapplication > > If the line > > Use Primary Display Driver, Direct3D T&L HAL > > is print out after current display mode, then i

[JAVA3D] FOCAL POINT?????

2001-05-23 Thread alvaro zabala
Thank you very much everybody! When I studied Z-Buffer algorithm at university, I did'nt realize how important is. A note: I have only worked with VRML before work with Java3D, so I don't know nothing about OpenGL. Is OpenGL knowledge import for understanding ZBuffer at Java3D? Only a last q

Re: [JAVA3D] Documentation about IndexedTriangleArray

2001-05-23 Thread John Wright
Joachim, No error... it's just the difference between indexed geometry (easy for user to modify on the fly but slower to render) and non-indexed geometry (basically static and fast rendering). - John Wright Starfire Research Joachim Diepstraten wrote: > > Hi > > Hmm could it be that there is an

Re: [JAVA3D] FOCAL POINT?????

2001-05-23 Thread John Wright
There isn't a true (optical) focal point in Java 3D. I think Renoir is using it to mean the point at which he expects zbuffer rendering to be fairly accurate. (i.e. closer to the camera might be clipped, and further away might exhibit zbuffer artifacts). - John Wright Starfire Research alvaro z

Re: [JAVA3D] Test program (fwd) for Grafic card question

2001-05-23 Thread Desiree Hilbring
> > If that doesn't work in your main application then we can try keeping the forward/back clip ratio > to a constant. I see from your later mail you have used this solution. Are you keeping the > ratio to 3000 or a smaller number? I was using this all the time in my main application and was pla

Re: [JAVA3D] Z-BUFFER PROBLEM????

2001-05-23 Thread Desiree Hilbring
> Also note that Desiree found she had good results using the formula (back / front) must be < 3000. > So you could calculate the front clip distance to be = backClipDistance/3000. Sorry, that was just, what I had originally implemented, and what was causing the z-buffer problem. The solution was

[JAVA3D] Rotating

2001-05-23 Thread Crossley, Allistair
Hi, I have setup a scene with 1 object in it loaded from a 3DS file. I have also setup my viewing platform and shifted it 250 back so I can see the object. Problem is I am looking at the object from the top but need to position the vp to look at it from the front. This is how I setup the positio

[JAVA3D] Rotating An Object Part 2

2001-05-23 Thread Crossley, Allistair
Ok, so I have my object in the scene and I have tried to rotate it like this // model transform Transform3D modelt3d = new Transform3D(); Matrix3f rotation = new Matrix3f(); rotation.rotY(200); modelt3d.set(rotation); modelt3d.set(new Vector3f(0.0f, 0.0f, 0.0f)); TransformGroup model = new Tr

Re: [JAVA3D] Rotating

2001-05-23 Thread alvaro zabala
I think you're making all well, but remember that the angle of rotation must be in radians. 200 looks like too much (I don't know if it could affect) -Mensaje original- De: Crossley, Allistair <[EMAIL PROTECTED]> Para: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Fecha: miércoles 23 d

Re: [JAVA3D] Rotating An Object Part 2

2001-05-23 Thread Fred Klingener
From: "Crossley, Allistair" <[EMAIL PROTECTED]> Sent: Wednesday, May 23, 2001 12:19 PM > Ok, so I have my object in the scene and I have tried to rotate it like this > > // model transform > > Transform3D modelt3d = new Transform3D(); > > Matrix3f rotation = new Matrix3f(); > rotation.rotY(200);

[JAVA3D] Dynamically adding objects to the scene

2001-05-23 Thread Quoc Huynh
Hi All, I'm new to java3d, I'm having trouble allowing the user to add and remove objects in the scene. I'm not sure how to remove a child object from a transform group. Whenever i use the removeChild() method, i get an error message saying that I can only remove BranchGrouyp objects... o

Re: [JAVA3D] Dynamically adding objects to the scene

2001-05-23 Thread John Wright
Quoc, That's correct, you can only detach BranchGroups. If you want to remove something else you have to detach the BranchGroup first, then modify it, then attach it again. - John Wright Starfire Research Quoc Huynh wrote: > > Hi All, > > I'm new to java3d, I'm having trouble allowing

Re: [JAVA3D] Question about transformations

2001-05-23 Thread Kelvin Chung
Hi Joachim, It is up to the driver OpenGL/DirectX to decide, the debug line under D3D will also tell you which mode it is using for offscreen rendering. - Kelvin Java 3D Team Sun Microsystems Inc. >MIME-Version: 1.0 >Date: Wed, 23 May 2001 14:25:35 +0200 >From: Joachim Diepstrat

Re: [JAVA3D] Dynamically adding objects to the scene

2001-05-23 Thread Quoc Huynh
Hi John, Thanks for your speedy reply however I'm unsure as how to modify the contents of the branch group... ie modifiy a child shape in one of my transformGroups, which belongs to a branchGroup. What i'm trying to do is allow the user to click a button, add a cube, so its visible

[JAVA3D] multiple texcoordsets with GeometryInfo...

2001-05-23 Thread zero
hi all, haven't played i little with "GeometryInfo" - class   now I wonder if it's still possible doing multitexturing, bacause I can't set/specify texCoordSets for that and/or the returned IndexGeometryArray (with getIndexGeometryArray() ).   the only way to set the number of texCoordSets

Re: [JAVA3D] ZBUFFER PROBLEM

2001-05-23 Thread Renoir Sewjee
Hi, I adjust the back clip distance and make the front clip distance a ratio of the back clip distance: view.setBackClipDistance(radius*2.0f); view.setFrontClipDistance(radius*2.0f/5000.0f); radius is the distance from the camera position to the focal point (the point the camera is looking at

Re: [JAVA3D] Dynamically adding objects to the scene

2001-05-23 Thread Mona Wong
You must put your geometry under a BranchGroup and then you can remove and add BranchGroup; for starter, see http://java.sun.com/products/java-media/3D/1_2_api/j3dguide/GroupNodes.doc.html# 49464. Or you can use the Switch class to turn objects rendering off and on; for an example see htt

Re: [JAVA3D] FOCAL POINT?????

2001-05-23 Thread Renoir Sewjee
Hi, To move around my scene I created a behaviour similar to OrbitBehavior. So focal point is equivalent to the point around which OrbitBehavior orbits (centerOfRotation). The user is allowed to choose the focal point - the area of interest, what they zoom into, rotate around - and they can se