> 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
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
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
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
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
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
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
>
> 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
> 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
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
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
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
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);
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
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
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
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
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
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
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
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
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