> -Original Message-
> From: Chris Forrester [mailto:[EMAIL PROTECTED]]
> Sent: Montag, 13. Mai 2002 23:09
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Text2D.setString() issues... help?
>
>
> Hey all. While trying to get some debug output onscreen
> (mainly the logic
> thread fps and the r
hi all
I would try to make a progarm that is user interactive 3D
avatar animaion.
first, In interactive part I would use Behavior
class. For detail, I would use Behavior class with WakeUpAWTEvent to
catch key pressed event
That key pressed event is specific key like, 'A'
Hi Georg,
I usually make my appearance this way :
//--
public Appearance buildAppearance( )
{
Appearance appear = new Appearance( );
ColoringAttributes colorAttrib =
new ColoringAttributes(0.0f, 0.0f, 0.0f, 3);
Color3f matAmbient
Hi ,
This is just a announce about some improvements over
J3D Appearance Editor.
More details here :
http://www.cpm2002.hpg.ig.com.br/alessandro/j3d_appearance_editor.htm
Alessandro Borges
___
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O lugar cert
Not
sure if you want a behavior capturing keystrokes, that's something you pretty
much want instant and 100% available. That's my two cents--if somebody has
a better method, lets hear it (always looking for the *right* way to do
things)
I
attached a KeyListener to the 3D canvas, subclass
You cannot have two texture unit states set for one shape and apply
different ones to different parts of the same geometry. In other words, you
are always applying all the texture units specified in the tex coord set map
to all the triangles in a geometry array in a shape.
The closest you could
This looks like a bug in that version of Appearance.setTextureUnitState().
Use the array version of Appearance.setTextureUnitState() as a workaround.
Doug.
>Subject: [JAVA3D] Problem with TextureUnitState
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>X-MIMEOLE: Produced By Microsoft MimeOLE V5.50.
Georg,
The NullPointerException is expected because the texture unit state array
of the specified Appearance is null. This version of the setTextureUnitState
is to modify an existing entry of the texture unit state array of
the Appearance. So for the first set, use the array version of
setTex
After refreshing my memory by reading the spec, I am going to
change my answer. :^) The setTextureUnitState(int, TextureUnitState)
form may only be used once the length of the TextureUnitState array
has been established. The length of that array is established with the
setTextureUnitState(Textur
Hehe, that was fun :)
But if you look at what he is trying to do here... it looks like he wants to
have one texture which is the roof and one which is the facade and apply
them in the same shape. I think it can be done if each piece is in a
separate geometry if the tex coord set map defined them
Hi group,
thanks to all, who answered.
"Charmaine Lee" wrote:
> The NullPointerException is expected ... So for the first set,
> use the array version of setTextureUnitState.
and "Doug Twilleager" wrote:
> So, there is no bug here.
Oops, my fault, next time I'll read the docs carefully.
"Yaze
Sorry if this is an RTF-type question, but can't seem to find any
documentation on how to reduce the amount of CPU usage an instance of
javax.media.j3d.RotationInterpolator consumes when running. I have a
situation where I want to have an Alpha-based behavior occurring while some
other processing
Hi Simeon,
> ... I have a
> situation where I want to have an Alpha-based behavior occurring while some
> other processing goes on, and when the RotationInterpolator is active my CPU
> is pegged, taking cycles away from the more important processing I need to
> happen.
Hmm, some days ago Artur B
Georg Rehfeld wrote:
> So, up to 100 Behaviors should be no real problem at all.
I think that problem lies in other place. I suppose that when there is
no rotation interpolator, realtime refresh does not occur at all. It
happens only on forced repaint/view transform, because nothing in scene
mov
Georg Rehfeld wrote:
> So I assume, texture units are really only meant for Multitexturing
> (shadow maps for instance) and not for having an Appearance with
> all Textures in place for one complicated Shape3D built with
> several Geometries?
BTW, why do you want to put everything under one shap
What is the best modeling program for me to use if I
just want to make some simple models (no textures or
lights required) for use in java3D. I assume I want
.obj or .vrml files, and I don't want to pay for fancy
features I won't need.
Thanks
Brad
=
3790 Colorado Ave. G Mobile: (303)64
First, thanks for your input!
> I've read somewhere (can't find it back just now) that
> WakupOnElapsedTime REALLY may hog the CPU, because J3D then
> can't behave event driven, but must poll for the right time
> to awake that Behavior.
So Java3D doesn't use OS/hardware timers for this functiona
At 05:07 PM 5/14/2002 -0500, you wrote:
>Sorry if this is an RTF-type question, but can't seem to find any
>documentation on how to reduce the amount of CPU usage an instance of
>javax.media.j3d.RotationInterpolator consumes when running. I have a
>situation where I want to have an Alpha-based beh
Hi,
>
> Note that under the DirectX version of Java3D,
> in order to use JDK 1.4 fullscreen mode API
> you have to use the property
>
> java -Dsun.java2d.noddraw=true yourApps
>
Ah. Ok, it does not crash now. However, the stereo
driver does not kick in (as it does with the java 3d
fullscreen o
Hi Artur,
> BTW, why do you want to put everything under one shape ?
It was just a test, inspired by the recent discussion about
100.000 Spheres, where I got the impression, that Shape3D's
introduce considerable overhead. There i.e. was a suggestion
to reuse significant amounts of Geometry under
Hi Simeon,
> So Java3D doesn't use OS/hardware timers for this functionality???
Because I can't find back that reference: I'm clueless, I just
remember that issue to be mentioned. Yes, it seems questionable,
I expect SUN to do it the right way.
Have you seen Fred Klingener's post? His approach
Hi Brad,
> What is the best modeling program for me to use if I
> just want to make some simple models (no textures or
> lights required) for use in java3D. I assume I want
> .obj or .vrml files, and I don't want to pay for fancy
> features I won't need.
Milkshape is a neat little package - spec
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