Normalise is used for quite good for a few things. Its useful when
comparing any two vectors, means that sometimes you can do comparisons
between the components as opposed to the vector itself. Also, isn't it
used in conjuction with the dot product (or is that the cross product) to
work out the cos
Hi All,
I am trying to create a background with a color
gradient.
I am working with HelloUniverse example for
this.
I am trying to use Background
geometry.
The problem is that when I give the
branchgroup , to which the geometry is added as an argument to
setGeometry method of Background c
Hello,
I've recently started adding substantial quantities of extra geometry to my
application, and I'm starting to see horrible garbage collection pauses,
typically around *2 seconds* and sometimes more.
(I'm ataching a screen shot to illustrate the complexity of my scene).
I've tried to be car
Hi all
I have got an appliation that I import VRML shapes and add them to the scene
at run time. One of the issues I have is that when the user moves the
starting shape it is tricky for them just to manipluate the shape back to the
starting position. What I want to do is place a button on the sw
Have you tried it with a single color? Does that work?
I was under the impression that the background geometry needed to fit in a
1 unit cube centered around (0,0,0). Unless I read it wrong, your
background is outside of this cube (it being a 2 unit cube).
Kev
> Hi All,
> I am trying to create a
Phil,
Its probably easier if you don't construct your own view nodes.
Best to just use:
TransformGroup viewGroup =
canvas.getView().getViewingPlatform().getViewPlatformTransform();
Then just use setTransform() and getTransform() on the "viewGroup". This
should update your view happily without a
Small problem with that line:
I am using in my app an class called LHS_Canvas_Test that extends Canvas3D.
In my constructor I use the "this" key word to refer to the canvas
i.e.
simpleUniverse = new SimpleUniverse(this);
instead of
simpleUniverse = new SimpleUniverse(canvas);
when I put your
Hi, unless I'm missing something here the line should
be
u.getViewingPlatform().setNominalViewingTransform();
where u is the simple universe.
Out of interest what happens when you pass or set the
viewPlatforms or equivalent with a new Transform3D
which for example is what I do when wanting to re
There is something wrong in your program. I am able to use "this" without
any problems. You should check the following:
1) are you using "this" keyword from a static context ? (a static method)
2) are you sure that the object referred by "this" is really an instance of
Canvas3D ? (you might be ins
Thaks Florin
I have been through my code and found I needed to put this line in:
view = simpleUniverse.getView();
when I put this in the transform3d would then set the view location. so a
combination of advice from the last two replys solved it just needed a kick up
the backside!
C YA Phil Col
My little terrain rendering test displays the objects fine - using
KeyNavigatorBehavior I can fly around the object and examine it. However,
on the latest stable and beta J3D releases, after about 30 seconds rendering
hangs. The AWT threads are still running, since I can close the app
normally.
Rob Nugent wrote:
I've recently started adding substantial quantities of extra geometry to my
application, and I'm starting to see horrible garbage collection pauses,
typically around *2 seconds* and sometimes more.
Yup. Known issue. I have an outstanding bug report about this problem.
In Xj3D,
Justin,
Thanks for the feedback - I too am seeing 1 to 2MBytes garbage a second, and I
consider it very serious. It's frustrating precisely because the rendering and
picking performance I'm getting is quite good, which implies lots of
frames/second which implies lots of garbage.
Was there a bug n
I do recall that I ran into similar memory overheads
sometime last year. PickTool.INTERSECT_TEST
produces probably (much ???) less garbage than
PickTool_INTERSECT_FULL. Haven't examined this issue
in recent times.
Vaidya
>On Wed, 12 Feb 2003 11:43:40 +, Rob Nugent <[EMAIL PROTECTED]> wrote:
picking performance I'm getting is quite good, which implies lots of
frames/second which implies lots of garbage.
Exactly. I've only noticed it using pickCone/pickConeRay and none of the
other picking objects, but at the time Kelvin said it a more general issue.
Was there a bug number for this,
In addition to what has already been said, it is important to
remember that a vector is a means of specifying a direction. In many
cases you may want to manipulate them mathematically (e.g., What
direction is halfway between the two thugs, left and right, that I am
trying to escape?). It is
Well, you may also want to seek better counsel, but here's
my $0.02 worth.
If you don't use the OrderedGroup, then my guess would be that
the spiral should be visible behind the sphere.
If you use the OrderedGroup, then the behavior you see is as
expected. The reason I believe is that the View fl
Hi, everyone:
Could any one tell me what does Texture.MULTI_LEVEL_MIPMAP do differently
from a Texture.BASE_LEVEL in checking the rexture size? I tried to use the
Texture.MULTI_LEVEL_MIPMAP mode but defining the
texture.setMaximumLevel(0). And I used the same image as I did in
BASE_Level mode whic
I"ve done that, here is the code.
Mainly i create a bufferedimage that i fill with a gradient, and then assign this
image to a Background
node.
Nevertheless, i've submitted a weird thing to Kelvin, and i'm still waiting for his
response.
Sometimes, the background is white, and mapping does not ap
hello. i'm looking for a way to orient an object based on the normal returned from a
pick.
In fact, i've tried around eight methods, and get (what seems to be) correct results
for the two
rotational angles to get the vector (polar coordinates, no Yup vector).
the method is basically to get the an
Justin Couch wrote:
picking performance I'm getting is quite good, which implies lots of
frames/second which implies lots of garbage.
Exactly. I've only noticed it using pickCone/pickConeRay and none of the
other picking objects, but at the time Kelvin said it a more general
issue.
Was there
Right. It does not follow any convention I'm familiar with and does not seem intuitive
to me. It is also not all that well explained in the documentation.
So, if you look at the docs for the constructor Box() it says it creates a Box with
1.0 in all dimensions. However, in the main class summary
Hi All,
I have some textured objects in a scene. Meanwhile I have some colorful
polygons and lines too. But surprisingly I found when I show the
textured objects, all the other polygons and lines became black. This
happens after I rotate the scene(the first time all the scene redraws,
that means i
I'm coming across a number of different problems surrounding the Y-UP
flag on textures and the rendering not correctly supporting it.
Following are the two most glaring issues that I've come across.
Firstly, the util TextureLoader just seems to completely ignore the
request. So, putting in my own
Generating garbage at a slower rate might be good, but having a 2 second
GC surprises me, and suggests that the default heap parameters are
inappropriate. "Improving Java[tm] Application Performance and Scalability
by Reducing Garbage Collection Times and Sizing Memory Using JDK 1.4.1" runs
through
Dear all,
does anybody knows if View.PARALLEL_PROJECTION
works with MouseZoom?
I have a program which uses MouseZoom,
MouseTranslate and MouseRotate. They work fine with both parallel and
perspective projection. However, when I change the projection policy to
PARALLEL_PROJECTION, only t
Hi all!
I'm sorry. There's a slight mistake in my
email previously. what I meant simply was that
Mouse Zoom couldn't work Parallel projection but
was fine with perspective projection.
In fact, translate and rotate were fine with both
perspective and parallel projection. Zoom is the main c
Try putting two object on the side of each other
then zoom one in and out. You'll notice that they actually change position in
the Z axis. You just can't perseive (how is it spelled ?) it since the
projection is parallel, meaning however far it is it will look the same. It's
also refered as
Thanks. I get your point. So is there no way we can
zoom an object using other methods if we use the parallel
projection.
Regards,
Jasmine Kwok
- Original Message -
From:
Patrick-Emmanuel
Boulanger-Nadeau
To: [EMAIL PROTECTED]
Sent: Thursday, February 13, 2003
Jasmine Kwok wrote:
Hi all!
I'm sorry. There's a slight mistake in my email previously. what I meant simply was that
Mouse Zoom couldn't work Parallel projection but was fine with perspective projection.
In fact, translate and rotate were fine with both perspective and parallel projection. Zoom i
Single color->U mean setting a color to the background and then adding the
background node to objRoot.Yes ,I tried that and it works .
Also,about the geometry I have tried changing the coordinates of the
QuadArray.
Note: vertices array was changed to->
private final float[] vertices =
By single colour I actually meant using just one colour on your vertices.
Instead of attempting to get a gradient.
Also are your normals right, I mean the vector(0.0,0.7,0.7). You using
nominal viewing transform, which means +Z goes into the screen (is that
right anyone?). First off this means tha
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