hi saaci,
all right. I just ask one question. can i improve my
application by importing only the class i nedd
java.io.file rather than java.io.*
thank you
PS: i read about improving gargave collector but my system
does not allow to set garbage timer wake up
-Message d'origine--
Try
Transform3D t3d = new Transform3D();
double viewDistance = myZDistance; // put your double Z value here.
t3d.set(new Vector3d(0.0, 0.0, viewDistance));
viewingPlatform.getViewPlatformTransform().setTransform(t3d);
Alessandro
Zack FC escreveu:
Hi,
How to manually set the eye position? I want
Hi David,
Every behavior with wakeupCriterionOnElapsedFrames(0) , as a FPS
counters and some interpolators, uses a kind of loop wich takes that
100% CPU. This is low priority thread, so others tasks are not affected.
This kind of behaviors seens also to force a high number of FPS, even
when is n
Hi, thanks Alessandro
SimpleUniverse simpleU = new SimpleUniverse(canvas3D); BranchGroup scene = createSceneGraph(canvas3D, simpleU); scene.compile();
Transform3D t3d = new Transform3D(); double viewDistance = 10.0; t3d.set(new Vector3d(0.0, 0.0, viewDistance)); viewingPlatform.getViewP
I'm using some morphs for animation, when I change the geometry using
setGeometryArrays. I keep getting this message printed out with no stack
trace:
Can't Find matching nnuId.
We're in TROUBLE!!!
Anyone know how to get rid of it?
Kev
--
Jose UML - http://www.newdawnsoftware.com/jose
Pondering RP
Hi,
I'm ready to try this immediate mode rendering. I
couldn't find a description of how to do it in the
tutorial. Where can I look for examples of how to use
immediate mode?
(I actually have a very simple scene graph, and not
even a very complicated geometry.)
Thanks!
Dola
--- Florin Herinean
Hi .
you must disable the call to setNominalViewingTransform(); or you camera
will go back to old value ;-)
And you also must get your viewing platform from your simpleUniverse as
show below
Try this time:
SimpleUniverse simpleU = new SimpleUniverse(canvas3D);
BranchGroup scene = createSceneGrap
Hi Hrotelle,
I
experienced improved memory management when running applets/servlets with
incremental garbage collection:
-Xincgc
you
can actually see that memory is released back to the system from time to time
it may be worthwhile to call
System.runFinalizatio
Hi,
In short, changing your import statemnts will have no effect on the amount of memory
used or the speed of your application.
Cheers,
Brad
This Email may contain confidential and/or privileged information and is
in
-Xincgc actually helps in reducing the pauses
due to gc runs in your application. This enhances the responsiveness of the
application but reduces the throughput(the CPU time enjoyed by the application)
of the application. I could not see any 'better memory management'( if this
means better m
The
imports used in the .java file is *only* used at compile time. The compilator
then generates a list with only the needed classes. More than that, the classes
are loaded at runtime as they are needed. In conclusion, changing the import
statements doesn't have any implication at runtime.
HI Anirban,
I try -Xingcg and it works well.
Thank you
-Message d'origine-De :
Anirban Bhadore <[EMAIL PROTECTED]>À
: [EMAIL PROTECTED]
<[EMAIL PROTECTED]>Date :
lundi 31 mars 2003 07:06Objet : Re: [JAVA3D] Memory
Problem
-Xincgc actually helps in reducing the
Well, it looks like you are right. Although I haven't done the workaround
you suggested, due to the "extra work" :) I can tell you definitely that in
pure immediate mode are no problems. In this case the light are set directly
in the GraphicsContext3D and not attached to any BranchGroup. The light
Yes, it makes sense. That's exactly what I'm doing in order to reduce the
complexity of the scene graph. So, create your transform, whatever it is,
get the points, apply the transform and put the points back.
Cheers,
Florin
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Von: Monica Sleumer [mailto:[EMAIL PRO
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