Elsa's Quadro2 card works (worked) fine. Other answers seem to have become
about stereo and I can't comment on that as my card doesnt have the
facility.
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Alessandro Borges
> Sent: 10 June
I have used Java3D on various NVidia cards (TNT, GForce, Quadro) with no
problems.
I have recently been using it on a Dell 4100 with a 32 MByte GForce 2 Go.
It works fast enough but I get graphical artifacts that clearly indicate
that it is operating with a restricted depth Z buffer despite the
> I tried GeForce 2, 3 and 4, but none of them worked with Stereo image
(e.g.,
> left/right eye separated images) automatically. I am really sad about it!
Hi,
Ive had the geforce 3 running in stereo, using page flipping, and "blinky"
glasses. Is this what you mean, or do you use the goggles wit
Has anyone successfully used the Ati FireGL2 card to view in stereo with
Java3d? As always your insights are appreciated.
-Dmitri
_
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Hi:
Apologies if this is
a re-hash... I have looked around and thought I was on the right
track.
I was using JDK
1.3.0_C with Java3D 1.2.1_03, and had to upgrade my JDK to 1.4. This did not
work with J3D 1.2.1_03 - I got a blank canvas and the following error
messages:
wglCreateContex
Yes, we had one in an IntelliStation and Java3D in stereo worked fine.
At 10:38 AM 6/11/02 -0400, you wrote:
>Has anyone successfully used the Ati FireGL2 card to view in stereo with
>Java3d? As always your insights are appreciated.
>-Dmitri
>
>__
When my program starts, I add a bunch of stuff to my
scene, but it doesn't draw the first frame until I
drag the mouse (I have an orbit behavior attached).
How do i make the first frame render immediately?
Brad
=
3790 Colorado Ave. G Mobile: (303)641-8936
Boulder, COeFa
I have an orbit behavior attached to my view platform,
and I've noticed that if I zoom out past the bounds on
the behavior, the behavior disables and I can't zoom
back in. Is there a way around this?
=
3790 Colorado Ave. G Mobile: (303)641-8936
Boulder, COeFax: (305)72
hi
i know that java is a bit slow. so is java
appropriate for game development?
i mean is there any feature in java (except
platform ind.) that makes it worth learning java for
a game dev ?
thank you
Please goto IL2Sturmovik (http://www.il2sturmovik.com/) web
site and see a award winning Java game.
Free downloadable demo avail...
Others can also address other professional Java
games.
You can use JNI to access some native features that
you believe can improve your game in a specific pla
>Date: Tue, 11 Jun 2002 07:44:28 +0100
>From: Panos Gkikakis <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Native app with Excelsior Jet 2.5 and J3D 1.3 b2
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Content-transfer-encoding: 7bit
>Delivered-to: [EMAIL PROTECTED]
>X-MailScanner: Found to be clean
>
>Hi a
Ali,
You might want to check this out :
http://www.javagaming.org/
- Chien.
> Date: Tue, 11 Jun 2002 21:41:50 +0430
> From: "Ali B." <[EMAIL PROTECTED]>
> Subject: [JAVA3D] is java good for game development?
> X-Originating-IP: [195.146.32.147]
> To: [EMAIL PROTECTED]
> MIME-ver
Hi,
J3D v1.2.1_0x is not compatible with JDK1.4.
The following config should works:
(i) J3D v1.2.1_0x+ JDK1.3.1
(ii) J3D v1.3 beta1/2 + JDK1.3.1
(iii) J3D v1.3 beta1/2 + JDK1.4
- Kelvin
---
Java 3D Team
Sun Microsystems Inc.
>Date: Tue, 11 Jun 2002 16:30:37 +0200
>From
Hi Alex,
You can try to force Java3D using 32 bit Z buffer instead
of the default 16 bit.
GraphicsConfigTemplate3D template = new GraphicsConfigTemplate3D();
template.setDepthSize(32);
GraphicsConfiguration config =
GraphicsEnvironment.getLocalGraphicsEnvironment().
well its not that much slower and with a
geforce 4 well I dont think speed is the foremost concern when choosing an
api / language anymore. If you write efficient code, java3d will not be
slow.
The main problem I think is that java3d is not
going to use vertex shaders / displacemen
Hi -
I *may* have cleared things up by uninstalling / removing all of the Java3D
instances on my machine, then reinstalling 1.2.1_04.
While my graphics come up initially, and I don't get the OpenGL-related
errors as before, I now have some kind of refresh issues with my Swing
menus, split panes
> I have an orbit behavior attached to my view platform,
> and I've noticed that if I zoom out past the bounds on
> the behavior, the behavior disables and I can't zoom
> back in. Is there a way around this?
set the behavior bounds to double posative infinity?
Alternativly you could have differe
Hi Nathan
> The main problem I think is that java3d is not going to use vertex shaders /
>displacement maps etc etc for a long time, so you cant use the leading edge
>technologies.
Well alltough I would like to see this features also soon, I actually do
not really see this as a problem. Game-i
On Tue, 11 Jun 2002, Nathan Bower wrote:
> well its not that much slower and with a geforce 4 well I dont think speed
>is the foremost concern when choosing an api / language anymore. If you write
>efficient code, java3d will not be slow.
>
> The main problem I think is that java3d is n
Title: RE: [JAVA3D] is java good for game development?
What I'd like to see is a CONSOLE platform that supports Java3D...
I'm afraid to admit it to a Java-centric list, but I own an MS Xbox, and I can't help but drool over the eye candy every I fire up Rallisport Challenge or Dead or Aliv
At least the GameCube switched to OpenGL which is a huge step in the right
direction. Hopefully the PS3 will use Linux as its native OS by default
and will switch to OpenGL as well. It'd be great if OS X, the PS3, and
the GameCube successor all implemented the following standards:
UNIX (Linux o
Title: Background Node/objects and Fog
If I'm not shunned from the list for the console comments I just posted (lol), I have a question...
Has anyone been able to work around fog not showing up on background nodes, or absolutely showing on everything else? I should also ask is there even an
The important thing with java seems to be a large chunk of memory and a
good cpu, then it's ok speed wise, but I have a test box with a geforce
256 a p2 333 and 128mb ram and that just plain crawls along, very very
slow. but on other systems all seems will, once the cpu and memory are
up t
> Date: Tue, 11 Jun 2002 18:56:04 +0200
> From: JP Lee <[EMAIL PROTECTED]>
>
> I *may* have cleared things up by uninstalling / removing all of the Java3D
> instances on my machine, then reinstalling 1.2.1_04.
>
> While my graphics come up initially, and I don't get the OpenGL-related
> er
To be fair, all this talk about cutting edge shaders seems a bit off the
mark. There are probably like 4 people using the new combine modes that
Java3d supports, cube environment mapping, partial texture updates and a
whole slew of other advanced features. Building games is a lot more than a
qui
> Date: Mon, 10 Jun 2002 07:11:49 -0600
> From: Raul Rios <[EMAIL PROTECTED]>
>
> Like many other people in this list, I'm working with
> terrains and landscapes. My application renders rectangular
> areas of several square kilometers. However, it seems
> like being a much smaller area whe
Yazel, David J. wrote:
> To be fair, all this talk about cutting edge shaders seems a bit off the
> mark. There are probably like 4 people using the new combine modes that
> Java3d supports, cube environment mapping, partial texture updates and a
> whole slew of other advanced features. Building
On Tue, 11 Jun 2002, Yazel, David J. wrote:
> To presume that Java3d is going
> to be the limiting factor in the quality of your game at market time is a
> bit like saying that your ability to win the next marathon is dependent on
> the quality of the shoes you will be wearing.
I don't know if
Hi agian
This post is mainly so that anyone searching the archives has the
answer to the problem.
Mark Hood suggested I get a little demo together at submit this issue
to java3d-bugs, so I wrote the demo, and it all worked ok (typical), so
I delved some more. The code that does not work is 3
--- Ted Halmrast <[EMAIL PROTECTED]> wrote:
> On Tue, 11 Jun 2002, Nathan Bower wrote:
>
> If you
> really want portability you might be better off
> using OpenGL and C/C++.
I'd like to point out that Java3D isn't the only
option (heresy, I know) short of OpenGL/C++. GL4Java
is quite nice and do
Yazel, David J. wrote:
> quick demo app showing some neat shaders. To presume that Java3d is going
> to be the limiting factor in the quality of your game at market time is a
> bit like saying that your ability to win the next marathon is dependent on
> the quality of the shoes you will be weari
I am using a NuVision stereo glasses which is synchronized by the infrared
signal.
Best regards,
G.B. Liu
- Original Message -
From: "Nathan Bower" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 11, 2002 11:56 PM
Subject: Re: [JAVA3D] Does anybody here use NVidia Quadro
Good point... but... it is possible to mitigate a lot of that evolution by
abstracting your code so that it can take advantage of shaders in the
future. If you use "brushes" instead of textures and in the interim
procedurally generate some of the textures and load some of the others, you
can in t
Hi Artur,
> As for java3d, I think that stencil buffer is only part left which is
> really needed for _many_ things - rest is more or less special-mostly-demo-only
> stuff.
Would you please be so kind and give me a hint, to what the stencil
buffer is (link to some WEB pafe or a short explanation
All,
FYI: I use the Belkin at work and a Linksys KVM at home. The Linksys is
definitely superior.
Sincerely,
Daniel Selman
Author - "Java 3D Programming"
http://www.manning.com/selman
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Giles
subscribe java3d-interest Liu
Weibin
Title: RE: [JAVA3D] drawing first frame
If you are using JDK 1.4, this may be caused by one of the bugs 4458337 or 4664490. Give them a vote.
You can also browse the discussion under in this list under the thread "[JAVA3D] Any progress on the JRE 1.4 repaint problems with javaw?" that was i
Hi all,
I have a basic question for you. What exactly is
harware texture mapping. why texture mapping depends
on hardware and what is the role the hardware in the
concept of texture mapping?
Thanks in advance,
Sagar.
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Yahoo! -
Title: RE: [JAVA3D] JDK 1.4.0_01 and Java3D 1.2.1_04 problem...
Doug Twilleager said in his post earlier that mantis is JDK 1.4.2.
In http://java.sun.com/features/2002/03/totiger.html it is said:
"Mantis, version 1.4.2, is slated for release in the beginning of 2003, with bug fixes and
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