Re: [JAVA3D] ANN: JXInput - DirectInput for Java

2002-01-05 Thread Jacob Marner
> > 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.

Re: [JAVA3D] Re-inventing the wheel

2002-01-05 Thread Raj Vaidya
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

[JAVA3D] Help.

2002-01-05 Thread Eric Berry
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

[JAVA3D] Help.

2002-01-05 Thread Eric Berry
Here is the file. RotationTest.java Description: Binary data

Re: [JAVA3D] ANN: JXInput - DirectInput for Java

2002-01-05 Thread Justin Couch
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

Re: [JAVA3D] Re-inventing the wheel

2002-01-05 Thread Justin Couch
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

Re: [JAVA3D] Re-inventing the wheel

2002-01-05 Thread Alex Terrazas
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

Re: [JAVA3D] Help.

2002-01-05 Thread Fred Klingener
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

[JAVA3D] ARGH! Cannot install J3d 1.3 beta

2002-01-05 Thread Marc Palmer
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

[JAVA3D] J3D Raw 'Getting Started' example code

2002-01-05 Thread Mark Venables
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

Re: [JAVA3D] J3D Raw 'Getting Started' example code

2002-01-05 Thread Marc Palmer
>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

Re: [JAVA3D] Help.

2002-01-05 Thread Eric Berry
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