Re: [JAVA3D] How do you determine frame rate?

2004-02-24 Thread Chris Ender
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

[JAVA3D] collision avoidance problem

2004-02-24 Thread Flavius
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

[JAVA3D] How do you define forward & north?

2004-02-24 Thread Nikolai V. Chr.
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

Re: [JAVA3D] How do you define forward & north?

2004-02-24 Thread Martin Wood
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

Re: [JAVA3D] How do you define forward & north?

2004-02-24 Thread Nikolai V. Chr.
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Nikolai V. Chr.
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Michael Pfeiffer
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...

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Florin Herinean
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Nikolai V. Chr.
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

Re: [JAVA3D] Please I need an answer for that question :(

2004-02-24 Thread Florin Herinean
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Michael Pfeiffer
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Florin Herinean
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

Re: [JAVA3D] collision avoidance problem

2004-02-24 Thread Nikolai V. Chr.
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

[JAVA3D] Hurraaa!!!

2004-02-24 Thread Maxim Tugai
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread Pasi Paasiala
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!!!

Re: [JAVA3D] Shape3D problem

2004-02-24 Thread Ibrahim Z Mohammad
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

Re: [JAVA3D] how normals work???

2004-02-24 Thread Kevin
> -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

Re: [JAVA3D] how normals work???

2004-02-24 Thread Kevin
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread Maxim Tugai
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread Michael Pfeiffer
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread RWGRAY
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread tester test
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

Re: [JAVA3D] Hurraaa!!!

2004-02-24 Thread Michael Pfeiffer
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