I'm running a P2 450 Mhz, 256 MB PC 100 Ram, 16 MB TNT1 graphics card,
NVidia 12.41 drivers, Windows 2000, and JDK 1.3.1 with Java3D 1.2.1_02.
I have a simple world that just has some cubes in it. The cubes move around
according to keyboard input. Normally, this runs at about 40-60 FPS.
However
Hi all,
i'm wondering what i'm doing wrong.
To get around heavy- and lightweight component mixing, i want to render
to an offscreen canvas and
draw the image to a JPanel.
what i do:
- i'm setting the width and height of the canvas
- i'm setting the physical screen size of the canvas screen3d
- i
Hi Karsten
>
> my paint method of my JPanel inheriting class looks like this:
>
> public void paint( Graphics graphics ) {
>
> ...
>
> canvas.renderOffScreenBuffer();
> canvas.waitForOffScreenRendering();
>
> graphics.drawImage( canvas.getOffScreenBuffer().getImage(), 0, 0,
> thi
Hi Joachim,
thanks for your reply.
I tested it, but it has no effect.
The really unfortunate thing is that in all examples there exists a
OnScreenCanvas from which they use the view. I use the default
view of the canvas (which happens to be exactly what i want for onscreen
rendering).
Perhaps th
Illarramendi Amilibia, Aitor wrote:
> What does a MouseLook or a FreeLook behavior do?
This is quake-like navigation. You do not see a cursor and every
movement of mouse is represented as rotation of head/view. Main trick is
to handle mouse positioning correctly - because you do not want mouse to
Hi Karsten
> OnScreenCanvas from which they use the view. I use the default
> view of the canvas (which happens to be exactly what i want for onscreen
> rendering).
> Perhaps there is the problem.
Aha so you have no View which the offScreen canvas is attached to?
This could be really the problem
Hi Joachim,
> Aha so you have no View which the offScreen canvas is attached to?
Not exactly: I have an attached view, which is running. But there is no
OnScreen canvas attached to the view.
Which is the case in all the example i saw so far.
BTW, what are you doing with Java3D? I see you're qui
So is the current state of affairs a bug? That will be
soon fixed? I've never had these problems in OpenGL.
--- Joachim Diepstraten
<[EMAIL PROTECTED]> wrote:
> Hi Dola
>
> > __still__ have stitching!
> > Perhaps it works if I try very large numbers
> (1000f)
> > but then it looks ridiculous on
Hi again,
i want to give some further details about my problem.
I implemented the second alternative for checking the offscreen rendering has
been
performed by overwriting the postSwap() method of the Canvas3D class.
public void postSwap() {
super.postSwap();
isSwapped = true;
}
Hi Karsten
> > Aha so you have no View which the offScreen canvas is attached to?
>
> Not exactly: I have an attached view, which is running. But there is no
> OnScreen canvas attached to the view.
Aha hmm okay well that shouldn't matter.
> Which is the case in all the example i saw so far.
Well
Sorry to be such a pest. Any idea why I maybe getting
the following error on NT4.0 when try to render to an
offscreen buffer.
wglCreateContext Failed: The specified procedure could
not be found.
extensionStr == null
(Reposting out of concern that my prior message got
lost in the traffic.)
___
I am using the PickZoomBehaviors in my scene, and
using it on a COlorCube. I zoom out a little and the behavior seems to stop. I
have set the bounds of the root node, the transformGroup, and the cube to the
folloing:
new BoundingSphere(new
Point3d(0.0,0.0,0.0),100.0);
Ca
Applet's components are the best method in order to
create buttons, checkbox, popup menus in Java3D ?
J.P
Hi,
No reply on my last e-mail on this topic. Sort of weird since I
believe this kind of extension might be interesting many people. Are
all mathematicians on vacation ?
To sun engineers : could this be added to the 1.3 spec ?
I've written a simple sub class for bounding sphere, bounding box
Fisrt guess is that offscreen rendering is not supported by your hardware.
What is your hardware?
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Dola Woolfe
Sent: Friday, August 24, 2001 10:06 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] wglC
As I stated before, I've been getting the error when
rendering to an offscreen buffer on NT4.0;
I have just tried the same thing on a different NT4.0
box which is _supposedly_ configured identically and
everything worked beautifully! Even on-screen rending
is much better!
So I'm guessing that on
hi,
i tried to extend the bounding class and it didn't want to (see my previous post)
maybe it was just my jbuilder that was going mad?
i don't try anymore ...
anyway, now you know you aren't the only one ;)
mattie
8/24/01 5:11:31 PM, Silvere Martin-Michiellot <[EMAIL PROTECTED]> wrote:
>Hi,
>
I'm not sure how it works in Java's scene anti-aliasing, but generally full
screen anti-aliasing takes the current screen size and renders it at twice
the size (i.e. if canvas is 800x600, then it renders at 1600x1200).
Rendering 4 times the data makes it much slower. Then it samples the points
ar
How do I create an explosion effect in Java3D?
Is there any site/example I can look at?
I imagine the best way is some kind of particle system.
Kevin
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the b
Thank you very much, mattie!
I guess that I was confused by myself. Your code demonstrated the concepts
of behavior more clearer. it helped me to figure out where I could play a
little trick on top of your idea. It works pretty well. As I said, Java3D
move scene in the X,Z direction in object coo
Hi,
Where can I find the Java3D fly through demo? I can not find it under the
Utilities.
Thanks!
Lan
At 12:38 PM 8/20/2001 +0100, you wrote:
>Hello !!
>
>What java.exe is being executed ? Make sure your path is set first to the
>one provided by JRE and not the one in windows directory.
>
>Hop
By hardware, do you mean my video card?
It's ATI 3D Rage LT PRO AGP.
If you noticed my more recent post (with more info) I
tried it on a different machine and it worked better.
That one has AccelStart II.
Could my driver be screwed up?
Thanks for the response, Pedro!
Dola
--- Pedro Estrada <
I found it.
At 11:56 AM 8/24/2001 -0400, you wrote:
>Hi,
>
>Where can I find the Java3D fly through demo? I can not find it under the
>Utilities.
>Thanks!
>Lan
>
>
>At 12:38 PM 8/20/2001 +0100, you wrote:
>>Hello !!
>>
>>What java.exe is being executed ? Make sure your path is set first to the
>Delivered-To: [EMAIL PROTECTED]
>Delivered-To: [EMAIL PROTECTED]
>Date: Thu, 23 Aug 2001 23:14:27 -0700
>From: R Vegan <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] polygon offset
>To: [EMAIL PROTECTED]
>
>Hi
>
>Well, if it's any comfort, I have been fighting a losing
>battle with this problem too.
Hi,
And I've got one more problem with off-screen
rendering. This one seemingly has to do with textures.
If you're interested please take a look at the (good)
on-screen rendering: (this will give you a good idea
of what the 3d object looks like)
http://www.freeboundaries.org/true.jpg
and a bunc
Hi Michael,
>
>I'm running a P2 450 Mhz, 256 MB PC 100 Ram, 16 MB TNT1 graphics card,
>NVidia 12.41 drivers, Windows 2000, and JDK 1.3.1 with Java3D 1.2.1_02.
>
You miss one important thing, is it OpenGL or DirectX implementation ?
But from the speed that you get, I guess it is OpenGL impelmentat
I'm having problems with my JIternalFrames in my desktop pane obscuring
my menus in my menu bar.
My JPopupMenus are ok cos I've done this
JPopupMenu.setDefaultLightWeightPopupEnabled( false );
But I can't seem to find anyway of making my JMenus heavyweight to avoid
overdraw
This is a real pain
>Delivered-To: [EMAIL PROTECTED]
>X-Accept-Language: en
>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>Date: Fri, 24 Aug 2001 13:18:45 +0200
>From: Karsten Fries <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Waiting for offscreen buffer rendering stalls my app
>To: [EMAIL PROTECTED]
>
>Hi Joac
>Delivered-To: [EMAIL PROTECTED]
>Delivered-To: [EMAIL PROTECTED]
>Date: Fri, 24 Aug 2001 10:12:14 -0700
>From: R Vegan <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] Scene Antialiasing? Why so slow?
>To: [EMAIL PROTECTED]
>
>Hi Kelvin
>
>I am using Java3D 1.2.1_02, Java 1.3.1, a Matrox MGA 200 GFX ca
I made animated flames by taking 32 images of flames, texturing them to 32
polygons, adding each polygon as a Shape3D under a switch node, then having a
behavior cycle through the switch node to create a flip-book style animation.
It looked really good. But the key is finding the images. I "borr
> I've read all(?) the trails on the subject and I
> __still__ have stitching!
Short answer: Use the OpenGL version of Java3D and use both terms of the
PolygonOffset. The dynamic term, called the PolygonOffsetFactor in Java3D, does
a much better job than the static factor, which tends to have a
OK, I'm answering my own question. But only partly.
The problem was once again STITCHING. I was pasting my
textures on top of the already existing quads (don't
ask me why). Removing that fixed the problem.
But this means that the polygon offsets WORK
DIFFERENTLY in the onscreen and offscreen mod
Zak,
What
have you set the scheduling bounds of the behavior to? My frst guess is that you
are exiting the scheduling bounds when you zoom.
Raffi
-Original Message-From: Zak Nixon
[mailto:[EMAIL PROTECTED]]Sent: Friday, August 24, 2001
9:06 AMTo: [EMAIL PROTECTED]Subject: [JAV
Hi Kelvin
I am using Java3D 1.2.1_02, Java 1.3.1, a Matrox MGA 200 GFX card and
win32 OpenGL version of Java3D.
Based on your suggestion (to my previous e-mail on ModelClip problems)
I changed over to the latest MGA driver dated Jan 2001. Afet I did that
I keep getting the following error messag
Hi,
This must be very silly question with an obvious
answer. What is the easiest way to toggle objects in
and out of (i.e. show/hide) the scene graph?
The solutions that occur to me are the following
1. Detach/Re-attach.
2. Use a show/hide switch (that I am missing?)
3. Use a bounding object to
Milkshape coming out this weekend. I have found some issues but I'm going
to release it any way as the opensource mantra states... release early -
release often. Heck one of you may find the bug :D
-Original Message-From: Kendall, Shawn
[mailto:[EMAIL PROTECTED]]Sent: Thursday,
Hi Dola:
I think the answer will depend on how your scene graph is built relative
to what is considered an "object".
I tried the detach/re-attach method but didn't like the result ... since
I built a single object using many shapes, when I detached one shape at a time
from the ob
Ehlo
I just noticed that getGraphicsContext3D.setBackground() doesn't
work with offScreen Canvas. At least not under OpenGL/W2k and GeForce
Cards. Can someone confirm this?
EOF,
J.D.
--
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