> > Currently
> > no Java3D port exists for this platform; assuming the Linux
> > port of Java3D uses OpenGL (remember, PS2 does not
> > support OpenGL)
> That's not totally true. The PS2 does support OpenGL and has for some time.
> Here is a link to one of the commercial OpenGL for PS2 products.
Hi EveryOne:
Thanks David Yazel for your article, and Best Wishes in your
endeavor.
Here are some links which you, and others on this List, might find
useful:
1.
http://citeseer.nj.nec.com/cs
An excellent repository which has many papers on graphics
including texturing, data structure
I've e-mailed this discussion group twice now regarding the
same problem, this will be the third. Please e-mail me back with some sort of
answer so that I might know at least that my messages are being recieved. If
they are, and you mearly don't want to answer my questions, please kindly tell
Here is the file.
RotationTest.java
Description: Binary data
Jacob Marner wrote:
> OK, let me rephrase; OpenGL is not supported on the PS2 in
> *hardware*.
[snip]
> on PCs OpenGL is implemented in hardware while on the PS2
> you have to implement it in a software layer using the regular
> PS2 graphics API.
That's not my understanding. At least the d
Joachim Diepstraten wrote:
> As I said depends. If you need special access to get it work. For example
> stencil buffer things and you don't have them it's hard to get arround
> these things.
I have rarely, if ever, seen an algorithm that comes from research
papers that states "you must use ste
This thread is a good one. We should
keep it up. I would welcome talking
with people over the phone or some chat
system--or we could keep it up right here
on the mailing list.
Anyway-
I read the Scillion paper quickly and it looks
like it may be the ticket for my virtual
MSU project. But agai
Eric,
By default, RotationInterpolator rotates its target
TransformGroup about the y-axis. To get it to rotate it about the z-axis,
you have to use your Transform3D rot (as axisOfRotation) to swing its
y-axis down into your z--axis. Do this with a rotation of +90
degrees about the x-axis
Hi,
Hmmm, I can't install the OpenGL 1.3 beta on my Windows XP box. The 1.2.1
installs fine on the same box (repeatedly).
When running the 1.3 installer I get:
===
ERROR: Could not locate Java Virtual Machine : Class not registere
Hi all,
Hope this isn't a daft question, but I've been playing with
the example code from the J3D Raw example code. The initial conditions are
looking down the z-axis (from a position 0,0,10) at a quad array in the x-y
plane.
The difficulty I'm having is when I translate to a place below
>Hope this isn't a daft question, but I've been playing with the example
code from the J3D Raw example code. The initial >conditions are looking
down the z-axis (from a position 0,0,10) at a quad array in the x-y
plane.
>The difficulty I'm having is when I translate to a place below the x-y
Thank you John and Fred, that is exactly what I was
looking for. Fred, I had fiddled with it and figured out that when I did rotate
it (PI/2) around the x-axis it would rotate around the z-axis and my follow-up
question (assuming someone had e-mailed me back) was going to be why that was.
Th
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