Hi all. I cannot get linear fog working,
although I have exponential working:
this doen't work:
LinearFog fog = new LinearFog(new
Color3f(0.2f, 0.2f, 0.2f))
fog.setBackDistance(20);
fog.setFrontDistance(0.1);
fog.setInfluencingBounds(bounds);
group.addC
Hi all:
I have been trying to load a VRML into my
scene. It loads and attaches but I can't see anything. Any
suggestions?
Loading code:
System.out.println("Loading terrain
map"); String URLname =
"c:/GameDev/world.wrl"; try
{ Scene scene = modelLoader.load(URLname); if
(
Hello everyone.
I hate having to post questions :) but I have spent
enough time trying to solve this problem myself to mitigate my guilty feelings
asking for help.
I am building a large outdoor terrain for use in a
RPG game. I have looked carefully at everquest and asheron's call (two
Well I have read every archived message on this subject and it looks like
there is still no definitive solution. Anyone who is writing a game using
Java3d will have to solve this problem. We need to be able to place 2d
objects on top of the canvas3d.
I have tried using the 2d graphics object in
Hmm, well I guess it would be a matter for debate, but here are my thoughts:
1-My understanding is that in most cases you need directx running in full
screen in order to get hardware acceleration.
2-Many gamers prefer full screen mode as being more immersive.
3-It is hard to stop macroing program
which includes display and world overlay, and chapter 21
discusses implementation of display and world "pseudo" overlay
techniques in Java 3D.
--jon
> Date: Sun, 20 Aug 2000 11:47:12 -0400
> From:David <[EMAIL PROTECTED]>
> Subject: Building Overlays, lets figure this o
I am not sure I would. I have found the
geometry shapes useful for demos, but not really useful for doing anything real.
This might just be me, but when I have have found myself needing to build my own
objects to harness the full functionality of java3d:
1-The library objects are defined i
Hi all!
Perhaps this does not do what I thought it would do. Or perhaps I am using
it wrong.
1. I have defined a triangle strip array
2. I have two tex coord sets defined, mapped to tex units 0 and 1
3. I have a terrain mesh. As I am building the vertices I am specifying the
texture coordinate
Unless you have link nodes you should be able to
just do it yourself by making a method that recursivly follows the
Node.getParent() up to the top. Prob take 5 minutes to write.
I don't know anything about SceneGraphPath, perhaps
its broken.
Dave Yazel
- Original Message --
based on texture
density as applied to longest side.
* @author David Yazel
* @Copyright 2000, You are free to use for any purpose providing you send
me any bug fixes you make :)
*
*/
import com.sun.j3d.utils.geometry.*;
import javax.media.j3d.*;
import javax.vecmath.*;
public class BuildingBox
I am getting 50 fps with this demo at 16-bpp, 1024x768, D3D, 700 MHz PIII on
32MB Diamond Viper V770D Ultra NVIDIA.
One thing that Java3d does that makes calculating performance difficult is
its handling of behaviors. In other words, just because its running at a
certain framerate does not mean
I have to agree with you on this. Are you using hprof to measure the time
involved? Im just curious because I profiled my project and found it
spending much more time here in GeometryArrayRetained.execute(). In fact my
transformations did not even come up as being time consuming enough to note.
I am evaluating Jet, a java native compiler. It was cruising along through
the Java3d package then failed to find a class. Any thoughts?
* #compile "com/sun/j3d/audioengines/javasound/JavaSoundMixer"
("com/sun/j3d/au
dio/J3DHaeStream" not found)
===
It looks like my shapes are not being released to garbage collection after a
detach:
TRACE 6671:
javax.media.j3d.Shape3DRetained.setLive(Shape3DRetained.java:1102)
javax.media.j3d.GroupRetained.doSetLive(GroupRetained.java:1475)
javax.media.j3d.BranchGroupRetained.setLive(BranchGroupRetained.j
geometry? I don't know, but its NEVER going away.
Any help is appreciated.
- Original Message -
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, September 06, 2000 7:15 AM
Subject: [JAVA3D] Memory Leak?
It looks like my shapes are not being re
I am bumping this up again. I would like to see if this is a known problem.
Dave Yazel
- Original Message -
From: Yazel, David J. <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 05, 2000 11:01 AM
Subject: [JAVA3D] Java3d MIPMAP versus hardware mipm
I am getting a null pointer crash when I try to
gc.draw a shape or geometry I have created using triangle strip arrays. My
shapes work fine in retained mode. The color cube works fine in immediate
mode. I can't tell the difference except I am using triangle strips and
color cube uses quad
I am getting some wierd behavior. If I draw a
shape which has a texture in immediate (mixed) all geometry is rendered with the
texture, even retained geometry, and even geometry in immediate mode which is
not textured. Everything drawn shows up with the one texture. Very
strange. This is
I have confirmed this behavior in the OpenGL
version also. Oddly enough, OpenGL emulation does not have the
problem.
- Original Message -
From:
David
To: [EMAIL PROTECTED]
Sent: Saturday, September 09, 2000 11:56
PM
Subject: [JAVA3D] Textures in immediate
mode
Hi all. I didn't notice this until I started working with overlay geometry,
whose tolerance for inprecise rendering is extremely small. I found that
around the origin (0,0,0) and say up to 5,000 meters from that point, my
overlay geometry was rock solid. As I move farther away I notice it start
Here is some code to generate a triangle mesh with smooth normals from a
heightmap. You won't be able to use this as is, since some of the
sub-packages would require releasing someone else's code, which I should not
do. But all the relevent techniques are there.
Dave Yazel
TriangleMesher.java
I feel like I am very close.
I have my overlay geometry rendering nicely.
Text is crisp, background of chat box is partially transparent. Ok so a
few questions:
1) If I just generate a whole new texture, say
twice a second, what happens? Garbage collection aside, will this end up
caus
I logged into asheron's call, like I do every day
to observe how they do things, and was was admiring their ground. Whats
new. I have always been impressed with their terrain. Our game
ground is looking good, but it resembles EQ ground more than AC ground. So
I was fooling around with th
Doug, that last bit is some very sweet information! That also explains why
queueing major scene graph changes to a WakeUpOnElaspedFrame(0) behavior has
been more consistant in its results then making the updates right in my
threads. I have this behavior called SceneUpdater that wakes up, scans a
Would love some feedback on this.
Dave Yazel
- Original Message -
From: Yazel, David J. <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 18, 2000 9:28 AM
Subject: [JAVA3D] FOV and Occlusion culling
What culling does Java3d do?
I am defi
5.200
>Date: Wed, 6 Sep 2000 07:15:46 -0400
>From: David <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Memory Leak?
>To: [EMAIL PROTECTED]
>
>It looks like my shapes are not being released to garbage collection after
a
>detach:
>
>TRACE 6671:
> javax.media.j3d.Shape3DRetain
The other way to handle this is to use multiresolution grids. You place
your objects into your world and "register" them into your own data
structure. Registering them is basically placing the scene graph "piece"
into the grid (and of course you can use a more 3 dimensional octree for
inside).
Hello everyone. I am involved in a project
using Java3d and have experimented with various ways to implement a GUI with
Java 3d. The application is a game in the RPG mold and as such there are
certain expectations on the part of today's users:
1-The game should be able to run in
fullscre
Hello everyone. I am involved in a project
using Java3d and have experimented with various ways to implement a GUI with
Java 3d. The application is a game in the RPG mold and as such there are
certain expectations on the part of today's users:
1-The game should be able to run in
fullscre
riate keystrokes onto the
canvas3d?
Dave
- Original Message -
From: Niklas Mehner <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, September 24, 2000 11:46 AM
Subject: Re: [JAVA3D] Best way to do GUI?
> David wrote:
> 1- Should I use awt/swing?
I guess it makes things
hare it
... Rant Over
Sorry, I have been wrestling with this issue off
and on for 2 months and it starting to get to me.
Dave Yazel
- Original Message -
From:
David
To: [EMAIL PROTECTED]
Sent: Sunday, September 24, 2000 10:21
AM
Subject: [JAVA3D] Best way to do
G
Ah yes, here it is. Might be a good place to talk about behavior
synchronization, transparencies, overlay support, directx issues, slow
release schedule versus new system ports (arggg), memory leaks, etc.
Dave Yazel
- Original Message -
From: Edward Ort <[EMAIL PROTECTED]>
To: <[EMAIL P
I thought you guys were in the beta program?
And I also thought this was solved in the upcoming release? In particular
I think the documented bug was that updates to the view transform and scene
graph where not synched. Are you describing another problem?
I know I used to have jitters of
ologies or
not? If they arn't committed then why make them? Its like dangling a
feast in front of a starving man then feeding it to him one speck at a
time. I bet the Java3d team is completely committed in a personal
way. If anything I bet the "fringe" Sun libraries are just
>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 26, 2000 11:53 PM
Subject: Re: [JAVA3D] Java3d issues
> David wrote:
> It "feels" like Sun is not committed to making Java3d a true
> alternative to other 3d libraries. Why do I say this?
All these points and more I ear ba
Well they say they have fixed the mixed-immediate mode bug which messed up
the textures. If so then a particle system could be built to stream the
(basically raw opengl) commands in the post render of canvas3d. Given the
fast changing nature of particles, thats not a horrid way to do them anyway.
Thanks Rob!
It is great to see a new release coming out. It is also disconcerting to
read the list of known problems at the bottom. Any idea on a release
schedule for 1.2.2? Before year's end perhaps? If this is 1.2.1 beta, does
that mean the known list of issues will be fixed before 1.2.1 pr
Hi all:
I have scoured the web looking for techniques for generating clouds ala
Asheron's call and Everquest. Even came up blank on Gamasutra. Can anyone
toss me a hint? In particular I am looking for moving clouds. Should I be
using a multi-texture for highlighting a plasma function?
Dave Y
g/Atmosphere/clouds.html
Rgds
Paul
>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>X-Priority: 3
>X-MSMail-Priority: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200
>Date: Fri, 29 Sep 2000 18:51:07 -0400
>From: David <[EMAIL PROTECTED]>
>Subject: [JAVA3
*Sniff*
I love you guys!
*Mumbles into his beer*
- Original Message -
From: Justin Couch <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, September 29, 2000 8:13 PM
Subject: Re: [JAVA3D] Clouds
David wrote:
>
> Extremely interesting. I see how its done. M
but the game itself is
> very
> compelling. Pretty addictive too. I saw
> someone's quote on a message
> board once... "Everquest makes Crack look like Diet
> Coke". Man, that's
> the truth :-)
>
> Steve
>
> At 04:02 PM 9/29/2000 -
According to the docs, Polygon offset works like this:
Offset - the depth values of all pixels generated by polygon rasterization
can be offset by a value that is computed for that polygon. Two values are
used to specify the offset:
Offset bias - the constant polygon offset that is added to the
x27;s when they started it), but the game itself
> is very
> > compelling. Pretty addictive too. I saw
> someone's quote on a message
> > board once... "Everquest makes Crack look like
> Diet Coke". Man, that's
> > the truth :-)
> >
Thanks Doug!
Excellent info, might be good for the FAQ.
Dave Yazel
- Original Message -
From: Doug Twilleager <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 02, 2000 5:39 PM
Subject: Re: [JAVA3D] Polygon Offset
>
>According to the docs, Polygon offset works like thi
I always use switch nodes. You can switch
off children. Too bad there isn't a setEnable(boolean) method on
Node.
Dave Yazel
- Original Message -
From:
Shawn
Kendall
To: [EMAIL PROTECTED]
Sent: Monday, October 02, 2000 7:08
PM
Subject: [JAVA3D] making graphs
I know someone posted that their team had to write some fast image loading
routines because the image consumer/producer model was too slow. I can't
seem to find the posting in the archive, so I am hoping whoever it was will
read this. If you have code like this and can donate it to the group it
Has anyone written a caching system for buffered images or textures? I
would like to build the textures on demand, but stuff them into a
persistant, buffered disk store for future retrievals. I am finding myself
needing to create a lot of procedural textures for terrain transitions and
the like,
Shawn...
As usual it sounds like you guys are up to
something interesting. Did you post that your crew are attempting
animations? I don't suppose these are bone and mesh animations? I
have not attacked that problem yet, so I am interested in learning anything you
guys might figure out.
ly have the exact same one. If you want them let me know.
I hadn't considered mixed-immediate mode. You talking about doing the
Java3D
render calls in PostRender, right?
That probably is the way to go.
"Yazel, David J." wrote:
> Once the mixed-immediate mode bugs are fixed, what
Just some random thoughts, as I also have run into this.
1) I found that many times I could reduce my textures to 64 x 64 and still
get nice looking scenes.
2) The performance degradation seems to be very dependant on the card and
drivers, especially where mipmapping is concerned
3) My TNT ultra,
If you install the Java3d jdk (assumed since you can't develop without it)
You should have a jar called java3d-utils-src.jar which has all the
utilities source code. Normally this jar is placed into the root of the jdk
directory. com.sun.jsd.utils.* is a java package provided by Sun in the
sam
Shawn:
I love you guys!
*raises beer to Shawn*
Now, I am a little confused, how can a particle
system be implemented in a single triangle strip array since triangles need to
be contiguous or are you using strips of one or two triangles each?
And are you transforming every vertex y
I found this page on the web which has descriptions and prices of modellers
suitible for building Avatars.
http://www.csc.calpoly.edu/~hitchner/CSC476.S2000/3DAvatars/tools.html
Dave Yazel
Cosm Development Team
===
To unsub
Here you go :)
http://java.sun.com/products/java-media/jmf/2.1/solutions/DemoJMFJ3D.html
- Original Message -
From: Justin Couch <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 05, 2000 12:43 AM
Subject: [JAVA3D] JMF MovieTexture Tutorial
Folks,
This is most embarra
I agree. If you want to do it within the 3d world I think it would be
rather easy. You need to set up a plane (often called an overlay plane)
which is parallel to the image plate. You can sychronize the image plate
transform to the view transform so when the view transform is changed, your
over
I wish I could comment on this, but I have not run
into this so I am no help at all. I am following your progress on this
with great interest. As a side note, are you using a detail texture on
your snow? Is that a procedural texture or hand generated? And if it
is a procedural detail tex
Now thats good news!
- Original Message -
From: Dan Petersen <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 09, 2000 8:17 PM
Subject: [JAVA3D] Java 3D 1.2.1 Beta 1 Now Available
Java 3D 1.2.1 Beta 1 is now available through the JDC:
http://developer.java
Here is a code snippet that may prove helpful to you:
private void addTestGraphic() {
Dimension windowSize=new Dimension(600,150);
Dimension texSize=new Dimension(1024,256);
int offsetY = texSize.height - windowSize.height;
int charHeight = 15;
int bo
I have attached two screenshots. The only difference is the "light" one
(cosm14.jpg) is taken in 1.2 and the "dark" one (cosm16.jpg) is taken in
1.2.1. I see two major problems. Light enabled textures are appearing
extremely dark now. Other textures look ok. Transparency looks completely
brok
that the one what works
does not explicitly point to the java executeable. But given the path,
there should be no difference.
So now I am confused...
Dave Yazel
- Original Message -
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 19, 2000 12:0
Hehe, people have GOT to start using the "search
archives" feature. This question was asked and answered 3 days
ago.
Dave Yazel
- Original Message -
From:
Ravi Goel
To: [EMAIL PROTECTED]
Sent: Tuesday, November 21, 2000 12:34
AM
Subject: [JAVA3D] Collision
Well, I think you misunderstood my comment. I did not mean that you could
not turn transparency blending on or off, but rather that unlike GIF, colors
in Java3d can be blended with a range of transparencies. As in for every
texel you can set an RGB and an alpha which represents its bled accordin
I am getting a null pointer exception when I try to set a texture coordinate
for unit state 0. When I created the triangle strip array I asked for two
texture sets like this:
public TriangleStripArray getGeometryDefinition( int vertexPoints, int
perStrip[] ) {
Log.log.println(LogType.EX
4325851 Hardware MultiTexture not supported even though numActiveTexture <=
supported num
Is this in reference to all multitexturing or just people trying to do more
than 2?
In other words can I have two seperate textures, one "stretched" and another
one "detail" where the detail is wrapped at a
I got multi-texture working. Looks like using
the methods to set a single vertex are not working with multiple sets. I
just changed it to build the array of floats then set them all at once.
That worked perfectly. I have it working in OpenGL on a NVidia TNT ultra
card using j3d 1.2.1 bet
e: [JAVA3D] Multi-texture
question
Hi David, Great looking snapshot! I have two
questions for ya.1) Is the detail texture on the rocks and the
ground the same? It looks like it but not quite sure - didn't see any seams
though so it must be2) Is the "main" textu
having the shaded areas be out of sync with the sun.
Dave
- Original Message -
From: Shawn Kendall <[EMAIL PROTECTED]>
To: Discussion list for Java 3D API <[EMAIL PROTECTED]>; David
<[EMAIL PROTECTED]>
Sent: Wednesday, November 22, 2000 8:20 PM
Subject: Re: [JAVA3D] Mult
rg which
should also be of help. Just do yourself a favor and do not jump right into
writing Java3d code.
Good luck,
David Yazel
Cosm Development Team
- Original Message -
From: Sachin Korgaonkar <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 24, 2000 11:36 P
If I use multi-texturing on my terrain there is corruption in my Alpha
blended trees. It looks like some kind of transform is being randomly
applied to the planes which crossed to form my "cutout trees". What happens
is the tree texture is expanded so that two limbs are now the whole tree.
This
I am trying to work with Direct X since the OpenGL version of J3d 1.2.1 beta
seems to have a bug with hardware multitexturing. But when I run against
the DirectX version I get this error :
"Failed to create 3d device 887602ea"
I have DirectX 8.0 and the latest video drivers.
Any thoughts?
Dav
Shawn:
I don't think they are doing anything magical. His description of how the
textures are being generated are very similar to the techniques we are
using. The multitexturing he is doing, if any, is just for shading, but I
believe they are using high density texture cells using several diffe
Shawn asked that I post his reply to the list. It is included below after
my response.
I may be missing something here. I am not saying they are using one large
texture. What I am saying is that I think they are using a grid of
textures, each one laid out side by side. I really don't think th
I would like to start working on real-time progressive meshes and had a few
questions:
1-What is the performance of indexed triangle array versus triangle strip
array? The progressive reduction algorithm I am using will really mess up
any chances I have at strippifying the mesh as it collapses t
stest rendering
speed possible.
Dave Yazel
Cosm Development Team
- Original Message -
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 02, 2000 11:51 PM
Subject: [JAVA3D] Index Arrays, Geometry by reference, progressive mesh
I would like to
I have re-implemented my terrain mesh as indexed triangle arrays and
everything is rendering fine with the exception of multi-texturing. I am
not ruling out a bug of mine, but I have checked all the obvious places.
The texture coords for unit state 2 are correct, the indexes for unit state
2 are
its using the tex
coords from unit state 1.
Dave Yazel
- Original Message -
From: Pedro Estrada <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 04, 2000 9:41 AM
Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
David,
I encountered the same bu
ough by my calculations I has reduced the information by more than 50
percent.
Dave Yazel
- Original Message -----
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 04, 2000 10:16 AM
Subject: Re: [JAVA3D] Indexed Triangle Arrays and Multitexture
Hmm I
ase when I started using indexed geometry,
>although by my calculations I has reduced the information by more than 50
>percent.
>
>Dave Yazel
>
>- Original Message -
>From: David <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Monday, December 04, 2000 1
Explanation:
I am working on building "bubble" technology into our terrain system. The
idea being that in an area of 700 meters surrounding the user they are
getting high density mesh and high density textures. Outside that area, for
an additional X meters (2k meters+) I am using low density mes
Sorry, I know this has got to be a novice mistake...
I had been using WRAP for the boundry mode for my terrain cells. I found
that ranging tex coords from 0..1 always pulled some texture color from the
0..0.05 range at the opposite edge. So I fudged it for 0.05 .. 0.95.
Course as I changed the
MagFilter and .setMinFilter to
BASE_LEVEL_POINT. This might take care of the problem, but I'll bet it
wouldn't look pretty.
-Lee
-Original Message-
From: David [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, December 13, 2000 11:21 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Stupid
Well its close enough that the ImageIO project at sun will not release
another pre-production version before 1.4 (aka Merlin), much to the the
depression of the beta testers.
Dave Yazel
- Original Message -
From: Shawn Kendall <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, D
Message -
From: David Ko <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, December 16, 2000 7:49 PM
Subject: [JAVA3D] Lighting and Textures
Hello,
I've added a PointLight that moves around in a scene and dynamically
lights objects in the scene. Curiously however, when yo
triangle strip that spans from culled to
non-culled space, and having it disappear... that I have never seen. I do
water with a similar technique and I don't have any trouble seeing it
everywhere I go.
Dave Yazel
- Original Message -
From: David Ko <[EMAIL PROTECTED]>
To: &
-
From: David Ko <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 18, 2000 9:35 AM
Subject: Re: [JAVA3D] Frustum Culling
The TriangleArray I'm using is not being translated in any way. All
triangles are modified throught a GeometryUpdater and passed back in by
there.
Dave
- Original Message -
From: David <[EMAIL PROTECTED]>
To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
Sent: Monday, December 18, 2000 10:15 AM
Subject: Re: Re: [JAVA3D] Frustum Culling
Node.SetBoundsAutoCompute(false).
I think it is on be default. If not t
Just wondering. I am having major issues with the corrupted texture
coordinates after multi-texturing. I would really like to move past that
bug.
5 months ago I thought we were discussing version 1.3 by New Years, but at
this point I would take 1.2.1 beta 2
Dave Yazel
J3d is a heavyweight componant. Swing is lightweight. J3d will always be
on the top unfortunatly. Sun has some articles on mixing them, but really
thats the bottom line.
Dave Yazel
- Original Message -
From: Joerg >Herkules< Plewe <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thur
Hi all, hope your holidays are going well!
I am working on the sky, sun, clouds, etc for Cosm and had a couple of
questions. I have a tesselated dome which renders fine when placed in the
main scene graph and was wondering if this is something I could move to the
background object.
I did try to
Is it possible to set the vertex alphas, then modulate a texture with alphas
to merge the two alpha componants? So lets say I have a texture with a
solid circle, where the circle has texels of alpha 1, but the space around
the circle has texel alphas of 0. Now I map this to a plane, where the
ge
lt;[EMAIL PROTECTED]>
Sent: Saturday, December 23, 2000 12:41 PM
Subject: Re: [JAVA3D] Background geometry question
David,
...just can't keep away, huh? ;-)
I have used background geometry for something similar to what you describe.
I create a unit Sphere (flip the normals) and then se
How have people dealt with the need to attach and detach branch groups
without causing memory issues? I am not detecting any leaking, but I could
be missing it. But my memory runtime increases steadily up to 200mb over a
20 minute run. Calling garbage collection might be the solution, but it
a
Not sure why this never showed up on the list, so I am resending-it.
- Original Message -
From: David <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 02, 2001 8:56 PM
Subject: Memory management of shapes
How have people dealt with the need to attac
We have been noticing something strange. Virtual distances seem closer than
they really are. For example if we have the user's eye at 1.7 meters from
the ground and there is an object 5 meters away, it looks like you are on
top of it practically. I went into everquest (a 3d commercial world) an
As an update, if I double the field of view to PI/2 instead of PI/4
distances look correct, but that introduces a fishbowl situation, since to
see that much requires nasty bending. Still can't fugure this out.
- Original Message -
From: David <[EMAIL PROTECTED]>
To: <[E
There are a few people here with real-world experience, and they are
probably all different experiences :) www.roboforge.com is an application
using Java3d and has quite nice animation. You can bring a non-animated
humanoid into Java3d very easily using Starfire Lab's 3ds loader. I would
stay a
You did not set the TransparencyAttributes for the shape, and you didn't
define vertex colors. Thats probably part of the problem.
Dave Yazel
- Original Message -
From: Gatien Mellion <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 17, 2001 4:11 AM
Subject: [JAVA3D]
cceptable". I'm hoping that with good level of
detail adjustments we could actually support a player seeing an "army"
of 50 or 100 marching. Again I agree that communications issues are
more likely a limitation than our 3D rendering.
- John
"Yazel, David J." wrote:
&g
is there a way to find these
coordinates? (i.e. find the coordinates where it was constructed so that
the translation vector can get added to that?)
Thanks in advance,
Paris
--- "Yazel, David J." <[EMAIL PROTECTED]> wrote:
> To get the distance to the view:
>
> 1. Get the
There are a large number of sample programs in the java3d development kit.
You can also download the application programming interface documentation
from the sun site. In the package javax.media.j3d package you will find the
class Transform3D. In this class there is the method lookAt().
I don't
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