--- Raj Vaidya <[EMAIL PROTECTED]> wrote:
> Based on a very quick analysis, I think that your
> indices look OK.
> Just make sure that your coordinates array carries
> the coordinates
> in the corresponding order.
Err - maybe this is my problem? What do you mean by
"make sure that your coordina
Hi Robert,
>
>I've been trying to use IndexedGeometryArrays of various sorts lately and
haven't had much luck finding detailed documentation on them. From what I've
seen (correct me if I'm overlooking something), neither the Javadocs nor the
tutorial nor j3d.org nor the Java3D spec seem to have
Hi,
>On Wed, 23 Jan 2002 11:10:40 -0800, Robert Bergman <[EMAIL PROTECTED]>
>wrote:
>
>Given this picture again, my vertex data is provided
>in a by-ref array aligned like this: ul, ur, ll, lr.
>
>Then (as I said previously) the index data is aligned
>like this: ul, ll, lr for tri 1 and lr, ur
Hi,
>On Wed, 23 Jan 2002 11:10:40 -0800, Robert Bergman <[EMAIL PROTECTED]>
>wrote:
>
>Given this picture again, my vertex data is provided
>in a by-ref array aligned like this: ul, ur, ll, lr.
>
>Then (as I said previously) the index data is aligned
>like this: ul, ll, lr for tri 1 and lr, ur
Folks,
I've noticed that over the last 3 months or so, there has been quite a
sustained series of questions on various forums regarding using Java3D
in terrain rendering. That is, the questions frequently express interest
in implementations of algorithms like ROAM.
I believe that there is probab
Hi Justin:
I would prefer that this thread not be broken off to another list ...
even though I am not currently working in this area, I would like to hear of the
problems and solutions ... the solutions can sometime help in other areas too.
Thanks,
Mona
I have an interest, however this list appears to me to be a suitable forum
for such discussions.
regards,
gerard
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YES! Please...
- J
Joerg 'Herkules' Plewe
HARDCODE Development
http://www.hardcode.de
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Justin Couch
> Sent: Mittwoch, 23. Januar 2002 21:36
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] E
Ok, thanks -- that's what I expected and what I
(believe) I have.
--- Raj Vaidya <[EMAIL PROTECTED]> wrote:
> Hi,
>
> >On Wed, 23 Jan 2002 11:10:40 -0800, Robert Bergman
> <[EMAIL PROTECTED]> wrote:
> >
> >Given this picture again, my vertex data is
> provided
> >in a by-ref array aligned like th
Hi,
The Java3D API doc for Transform3D says the following:
quote:
Note: When transforming a Point3f or a Point3d, the input w is set to 1.
When transforming a Vector3f or Vector3d, the input w is set to 0.
end quote.
Question:
what is "w" taken to be while transforming texture coordinates
us
My current work with Java3D is terrain-focused, so I'd
definitely be interested in such discussions, whether
on this list or another.
-Bob Bergman
--- Joerg 'Herkules' Plewe <[EMAIL PROTECTED]> wrote:
> YES! Please...
>
> - J
>
>
> Joerg 'Herkules' Plewe
> HARDCODE Development
> http://www.hardc
Pierce, Gregory (TBS) wrote:
> If I have source code that I want to just donate to the J3D archive ahd
> have hosted there, how should I handle that?
Depends on what you wish to do. There are two options:
1. Simple util code that illustrates a point (ie almost mini-tutorial).
This stuff sits o
I would be interested as I will soon swing back to terrains in java3D
as opposed to
other formats.
Chris Thorne
IncrediMail - Email has finally evolved -
Click
Here
Hi Justin:
Definately the technique of terrain is very useful for
my current destination. I sincerely thank you for
your effort.
G.B.L.
--- Robert Bergman <[EMAIL PROTECTED]>
¼g¹D¡G> My current work with Java3D is
terrain-focused, so
> I'd
> definitely be interested in such discussions,
> wh
> Date: Tue, 22 Jan 2002 09:21:33 +0100
> From: "Dipl. Ing. Paul Szawlowski" <[EMAIL PROTECTED]>
>
> Mark Hood schrieb:
>
> > If that's the case then setting the screen scale is the appropriate
> > solution. Call the setScreenScalePolicy() method of the view with the
> > View.SCALE_EXPLIC
Here's one vote for leaving terrains on the main list. I'm not working with
terrains, but I'm interested in following what others are doing, and I don't
mind the extra traffic at all.
Fred Klingener
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> Date: Tue, 22 Jan 2002 10:35:27 +0530
> From: Saurabh Akhauri <[EMAIL PROTECTED]>
>
> i have been using java3d compression classes for quite some time now and
> quite often get this exception ( exception attached below). I have checked
> all the parts of my code , but couldn't figure
> Date: Wed, 23 Jan 2002 17:59:34 +1100
> From: Rod harris <[EMAIL PROTECTED]>
>
> I'm working on an application where I'm using 2 Canvas3Ds. They are
> oriented at right angles to each other, for display on two screens that are
> similarly aligned
> (http://cs.anu.edu.au/people/Pa
Hi Yuri,
After further investigation I've closed this bug.
The original AppearanceTest has the scenegraph structure
BG
/...\
O1, ...O8, T1
contains 9 Shape3D O1, ...O8, T1
where Oi are opaque objects and T1 is transparency object.
By default Java3D will render the opaque obje
Hi Yuri,
In v1.3 beta1 you can also try
setting
View setTransparencySortingPolicy
to TRANSPARENCY_SORT_GEOMETRY in some case
instead of using OrderedGroup for transparent object.
Thanks.
- Kelvin
-
Java 3D Team
Sun Microsystems Inc.
>Delivered-To: [EMAIL PROTECTED]
>MIME-Versio
Hello,
Can I use Geometry picking on the 3d object(Scene object which loaded by
com.sun.j3d.loaders.Scene)?? Java 3D demo only show how to use geometry
picking on Shape3D object which is created by javax.media.j3d.Shape3D class.
It is possible to use geometry picking on the 3d object which loaded
Norbert Dec wrote:
>Hi!
>
>Is it possible to set the view so that it would automatically compute the
>bounds of the object and put it in the center of the screen?
>I have load one object with OBJLoader (VirtualUniverse).
>
>I tried to get the "View-Point" with:
>
>public Vector3f getViewPoint(){
Rob and Raj,
Recently, I have developed a rudimentary geometry loader that parses
geometry files exported from 3DStudio Max (3DS) in ASCII format. When 3DS
exports the geometry, it does so by exporting what it calls a Tri-mesh, or
an indexed triangular mesh, exactly what is required by the
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