Thanks Man for long answer BUT
you are in mistake. Look at documentation to Constructor Detail and see
default constructor:
ModelClip
public ModelClip()Constructs a ModelClip node with default parameters. The
default values are as follows:
planes[0] : x <= 1 (1,0,0,-1)
planes[1] : -x <= 1 (-1,0,0,-
Hi,
Thanks for people responsing to the question I have.
The solution to achieve this objective is described
as follows.
1. Transform the point from 2D image space to
3D space as posted.
2. Create a Appearance which should disable lighting
and depth test.
3. Using immediate mode rendering
Does anybody know what exactly is the difference between PlatformGeometry and custom
geometry add to
the same node that also holds the camera (just slightly displaced of course to meet
the near clip
plane)?
I used the latter and it worked fine.
> Another option is to set your geometry into you
Hi,
I am trying to draw lines that are always displayed on
top of Canvas3D. The lines should be visible no matter
what objects are in the SceneGraph.
Here is the code used to get the point from image
space(x, y) to 3D space (Point3d). In order to draw
lines that appear on top of Canvas3D, the p
Scott,
You have a couple of options. You could draw on the J3Dgraphics2D object in
a Canvas call back. This would probably be the simplest approach, but there
are a few outstanding bugs with J3Dgraphics2D.
Another option would be to use an OrderedGroup and simple line geometry in
the scene, and d
I tried to use J3Dgraphics2D to draw lines using
a callback function after Canvas3D's postRender()
function. The J3Dgraphics2D is too slow to be useful.
When using OrderedGroup as suggested, it is still
not behaving as what I wanted it to be.
I haven't tried PlatformGeometry approach yet.
I am t
Another option is to set your geometry into you PlatformGeometry. So it will
move alongside your câmera. Nice for HUD.
See the java3d demo at:
${JAVA_HOME}/demo/java3d/PlatformGeometry/SimpleGeometry.java
Alessandro
--- Mike Pilone <[EMAIL PROTECTED]> escreveu:
> Scott,
>
> You have a couple of
The code below is the implementation of the
PlatformGeometry extracted from the CVS at
java3d.java.net.
public class PlatformGeometry extends BranchGroup {
public PlatformGeometry() {
setCapability(ALLOW_DETACH);
}
}
It seems to be no difference based on
>On Wed, 4 Aug 2004 04:51:57 -0600, Adam B <[EMAIL PROTECTED]> wrote:
>Hi all.
>I see ModelClipTest and ModelClipTest2 and everything nice working, but i
>need to use all planes that will make box, which is cutting visibility. In
>this demos are use only 2 or 1 plane. And the problem is that when
Esoteric discussion follows. You have been warned!
As with many things in Java3D, because the eyepoint is usually fixed,
several approaches can have the same effect on a 2D screen. For those
of us using Java3D in real 3D (VR) these differences are the real
kicker for application portability.
I write an applet which includes some audio files, VRML file and some image files:
audio(folder,including .wav)
img(folder,including .gif,.jpg for the buttons in my applet)
test.wrl
MyApplet1.class,MyApplet2.class,..(myApplet1 is the main class)
at the current path I use jar tools to compress
I have generally found that the most stable way to load a resource is
with the class loader. If you're running from a Jar, it generates jar
URL's, if it's a file it generates file:// URL's, etc. etc. So your code
would look like this:
URL clipURL = this.getClass().getClassLoader().getResource("aud
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