another idea is that you take the .ai format direct and load it into a
3d-modeller and afterwards exporting it into any desired 3d-format.
e.g. wings3d will do this, but it will not load the ai>version 9 or 8
[?], but it will convert common geometry in a 3d-mesh, maybe you have to
retexturing your
> another idea is that you take the .ai format direct and load it into a
> 3d-modeller and afterwards exporting it into any desired 3d-format.
> e.g. wings3d will do this, but it will not load the ai>version 9 or 8
I stumbled across Wings3D, but on both versions I tried, it won't load anything I'v
> Since SVG is an XML-based language, with a bit of XSLT hacking, you
> could transform it to X3D and then use one of the loaders available for
> that.
That's always a possibility, but I'd have to pick up both the SVG and X3D
specs. I don't know about X3D, but I've heard the SVG format is fairly
M. Halpin schrieb:
another idea is that you take the .ai format direct and load it into a
3d-modeller and afterwards exporting it into any desired 3d-format.
e.g. wings3d will do this, but it will not load the ai>version 9 or 8
I stumbled across Wings3D, but on both versions I tried, it won't load
Serge,
> Is it possible to have the final coord point of the geometry after applying all
> the transformations??
>
> What I want it the final coord point display in the virtual world after applying
> the parent transform to the geometry. Not just the final t3d apply to the
> geometry but all the f
> however
> the DXF files look awful (not to mention that only a few components of
> them actually load using
> the DXF loaders referenced on j3d.org).
Have you took a look at the loader archive at http://java3d.virtualworlds.de
? At least for DXF there is one more loader listed there.
And by the
Take a look at Node#getLocalToVworld(...). It can give you the composite
transform. I am not completely sure, but you may have to multiply in the
view transform if you want the eye's perspective on the geometry, not just
the vworld coordinates.
-mike
-Original Message-
From: Discussion l
Title: Message
I am trying to
figure out which tools to use for developing a 3D app in
Java.
Below are some links
that I have looked at. Each provides information, but I am still confused:
should I write to Java3D, JOGL, or xith3d? Which will have the best support and
what are the main di
Title: Message
Java3D
is open source now, or is well on the road to it.
Jogl
is different- lets you make openGL calls from java. There is also LWJGL which
does something similar but doesn't rely on AWT.
Xith
is based on Java3D but is aimed more towards gamers- if you are learning, you
m
Hi
Do you want to write directly to OpenGL, or are you trying to go in at a
higher level and use a scenegraph?
Java3D, Xith3D and jME are examples of scenegraph APIs, JOGL, and LWJGL
are OpenGL wrappers, although LWJGL includes sound and input. Xith3D sits
on top of JOGL and jME sits on top of L
Hi,
what I want to be able to have is not the t3d resulting from all the
multiplication of the t3d from the parent nodes. It the result of the coord
point of the geometry after applying the transformation. Let me explain by an
example.
I have a triangle array with only one triangle. The vertices
Just take the transform, which ever one you want, and run the points through
the Transform3D.transform(...) method. The resulting point is the one you
are looking for.
If you want to do this to an entire geometry, you will have to apply it to
each coordinate separately (someone correct me if I am
On Fri, 3 Sep 2004 14:09:08 +0100, Ben Moxon <[EMAIL PROTECTED]> wrote:
There is also LWJGL which does something similar but doesn't rely on AWT.
In my opinion the biggest disadvantage of LWJGL is the small experience of
the maintainers of this project. Don't misunderstand me, the work they are
doi
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