Hi Mark,
You may have a look at www.fraps.com for opengl.
Bye Chris
- Original Message -
From: "Mark McKay" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 23, 2004 6:46 PM
Subject: [JAVA3D] How do you determine frame rate?
> I've read a couple of discussions here d
HEre's my problem...I use a cylinder to pick infront of the camera. Not in
all directions, only in the direction teh camera is currently moving.
Anyway, I have to have the radius of the cylinder vry large..almost 2
meters...or was it the diameter?? Doesn't really matter. The thing why I
have t
I use:
north = -Z
forward = -Z
But it has dawned upon me that the standard seem to be:
north = -Z
forward = Z
Can anybody confirm this?
What do you guys use?
--
Nikolai V. Christensen, Computer Engineer,
Simulation and Training department
IFAD, Fo
sorry if it sounds stupid, but doesnt forward depend on the direction
you are facing?
i would have thought that forward is a vector that changes, whereas
north is consistently 0,0,-1
?
maybe im missing the point
Nikolai V. Chr. wrote:
I use:
north = -Z
forward = -Z
But it has dawned upon me th
Martin Wood wrote:
sorry if it sounds stupid, but doesnt forward depend on the direction
you are facing?
i would have thought that forward is a vector that changes, whereas
north is consistently 0,0,-1
?
maybe im missing the point
What I mean by forward is that if i place an avatar into my loca
Flavius wrote:
HEre's my problem...I use a cylinder to pick infront of the camera. Not in
all directions, only in the direction teh camera is currently moving.
Anyway, I have to have the radius of the cylinder vry large..almost 2
meters...or was it the diameter?? Doesn't really matter. The thi
But I think a PickRay is limited for that purpose. In most cases you won't
find objects like fences with it when it picks the holes in such an object
and therefore doesn't detects it.
On Tue, 24 Feb 2004 13:57:19 +0100, Nikolai V. Chr. <[EMAIL PROTECTED]>
wrote:
Flavius wrote:
HEre's my problem...
Michael is right. For such things maybe it's better to just use simple
bounds collision detection. Depending on the form of your avatar, you may
use a sphere or a box, or a collection of those if you really want to have a
very precise collision detection (i.e. sphere for head, boxes of various
size
Michael Pfeiffer wrote:
But I think a PickRay is limited for that purpose. In most cases you
won't
find objects like fences with it when it picks the holes in such an
object
and therefore doesn't detects it.
You are right it is rather crude, but my geometry is crude and without
lots of these hol
You should update your directX AND after that your video drivers. Sometimes
that fixes problems with java3d. Or switch to the opengl version. In both
cases it's a good ideea to have the latest video drivers installed. Somehow,
java3d doesn't work well with the "stock" Microsoft drivers provided at
Thats an possible solution but it doesn't works in complex scenes either.
Imagine a object you can collide with (e.g. the wall of an house) and you
can stand onto (its roof). Here only the first case should be detected as
collision ( and in this special case uing the ArmingPath doesn't works).
On T
I think it's working pretty well for the case you described too ! That
simple collision detection scheme I presented shoud be used to prevent
movement in a specific direction. So, if the wall is in your front, you
cannot go further. However, if you're standing on the roof of the house, the
same alg
Michael Pfeiffer wrote:
Thats an possible solution but it doesn't works in complex scenes either.
Imagine a object you can collide with (e.g. the wall of an house) and you
can stand onto (its roof). Here only the first case should be detected as
collision ( and in this special case uing the Arming
The best post for a couple of months!! If someone works on Java3D, that's
mean that it is not dead!!! And this is mean that my program will be based
on live 3d library :)
===
To unsubscribe, send email to [EMAIL PROTECTED] and
Title: RE: [JAVA3D] Hurraaa!!!
Sorry, I didn't get what you are referring to?
Pasi
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Maxim Tugai
Sent: 24. helmikuuta 2004 16:15
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Hurraaa!!!
Some feedback, I ended up using suggestion no. 2. It seems to work pretty
well, and considering the amount of geometry I have, the performance I think
is pretty good, it takes about a couple seconds to render every time I
change the geometry. Thanks again! Appreciate your help. Now I'm looking at
w
> -Polygon winding is important. That is, polygons can only be seen from
> the 'front', and the front is determined by the direction the points of
> the polygon move in relation to the viewer. If the points travel in a
> counter clockwise direction, the polygon is facing you; otherwise, you
> are
On Mon, 2004-02-23 at 18:37, bob wrote:
> Hi,
>
> I am fairly new at j3d myself, but I think normal are defined per vertex and you
> defined them per side of the cube. Also if you use the same normal for a vertex
> shared by several polygons, you get the smooth gouraud shading effect (gouraud is
Sorry. Here is:
http://archives.java.sun.com/cgi-bin/wa?A2=ind0402&L=java3d-interest&F=&S=&P=21682
===
Sean,
Yes, please send your simple test program to [EMAIL PROTECTED]
We are happy to work with you on any Java 3D f
J3D isn't dead. Some people are very encouraged to spread this rumour and
to damage J3Ds reputation but for a "dead" API very much people and
companies are working with it.
Just to bring an other example beside the NASA-thingy: the german
car-manufacturer Audi has hired a company which simulates ca
Yes, but *usage* is not the issue. *Support*, updates, implamentation of
new features and onto more platforms is this issue.
Cheers,
Bob Gray
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Michael Pfeiffer
Sent: Tuesday, February 24, 2004 4:3
Hello
> Some people are very encouraged to spread this rumour and
> to damage J3Ds reputation but for a "dead" API very much people and
> companies
except sun (for the moment or perhaps not only for the moment ?)
> are working with it.
> the german
> car-manufacturer Audi has hired a company wh
The calculation is done on a cluster (because of the big amounts of data).
Java3D is used later to visualize the results.
On Tue, 24 Feb 2004 22:51:12 +0100, tester test <[EMAIL PROTECTED]> wrote:
Hello
Some people are very encouraged to spread this rumour and
to damage J3Ds reputation but for a
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