Joachim Bratteli wrote:
The problem is that the M4 is showing textures and M5 is not. Take a
look at the pictures attached to this e-mail.
Why? And how do I get VRML97Loader to load textures again?
We had a collection of issues associated with the loading of anything
defined externally. Some o
Wednesday, October 30, 2002, 9:59:52 AM, Justin Couch wrote:
> Joachim Bratteli wrote:
>> Why? And how do I get VRML97Loader to load textures again?
> We had a collection of issues associated with the loading of
> anything defined externally. Some of these were simply due to not
> enough testing -
>From: Discussion list for Java 3D API
>[mailto:JAVA3D-INTEREST@;JAVA.SUN.COM] Noah J. Ternullo
>Sent: Dienstag, 29. Oktober 2002 20:06
>To: [EMAIL PROTECTED]
>Reg: [JAVA3D] Shinyness Funnyness
>
> I 'm wondering if anyone out there has expereinced unusual behavior out
> of Java3D with regards to t
Noah J. Ternullo wrote:
Howdy All,
I 'm wondering if anyone out there has expereinced unusual behavior out
of Java3D with regards to the shinyness of their shapes/scene? I have a
problem that pops up now and again, and am wondering if other folks have
had similar problems.
Just a blind guess
Hi guys,
The whole story with the back clip to front clip ratio of no use. You can
easily check it. By setting for example the front clip to 0.1 and back clip
to 24, the ratio is 240 but everything is ok. If you set the front
clip to 0.0001 and back clip to 2.4, the ratio is 10 times small
What is the proposed solution for handling textures in java3d loaders ?
Should loader resolve all of it's textures itself ? Should it cache them
? Or provide hook for user-defined texture loader (but then how it will
work with programs using only Loader interface) ?
I'm thinking about creating s
Hi again,
I use myView.setTransparencySortingPolicy(myView.TRANSPARENCY_SORT_GEOMETRY);
to let Java3D handle sorting of transparent objects automaticaly.
I still get some strange problems looking at solid and transparent
objects through transparent objects. I illustrate this problem in the
four p
Hi ,
I am setting antialiasing true/false to lineAttributes. The functionality
seems to work pretty fine, but when i zoom out, it appears as
though Lines which are behind the front lines (which are towards the
viewer), become more dominant and doesnot allow the front lines to appear.
Has any bod
Hi all,
i have a special question to programming with multiple views...
I want to programm an application with a 3D environment in one 3D
environment. In this application i have to define a user view of a star system which is
allways shown to the user, no problem ...
But in this kind of applicat
Dear all,
I have two problems about viewing my scene: My scene has a bounds with a
center (x,y,z) and with a radius of r. What I am doing is creating a viewplatform
(at 0,0,0) and rotate it a little bit to see my scene in 3D (PI/6), translate
it to my center and move it a little
Hi,
I've just started tiling some generated textures across my terrain.
Originally I got the terribly pixelated look from my BufferedImage
textures. I found that I I need to set up the magnification filter to
smooth them out. However, I'm tiling textures together and where two
different textures m
Sorry, teach me to read the documentation before I post.
There is a setting on Texture to set the wrapping.
Kev
Kevin Glass wrote:
Hi,
I've just started tiling some generated textures across my terrain.
Originally I got the terribly pixelated look from my BufferedImage
textures. I found that
Hi,
I guess one of your problem is that for PARALLEL_PROJECTION
you have to zoom in a different way. It does not work to move the
view back as you do for the default view projection. Just remember
that your view zoom must be correct as well, otherwise the scene
may be outside the viewing bounds an
Can anybody describe me how the ortho method in Transform3D class works.
The method is:
public void ortho(double left,
double right,
double bottom,
double top,
double near,
double far)
But how can I calcu
signn
java3d-interest
BTW, your message to the source list bounced - the attachements were too
big (max 40K message size).
Joachim Bratteli wrote:
Surely you have not tested with my codepath. But, I thought that the
basic operation for loading simple VRML97-geometry into Java3D would
be to use the "three lines of cod
Artur Biesiadowski wrote:
What is the proposed solution for handling textures in java3d loaders ?
Should loader resolve all of it's textures itself ? Should it cache
them? Or provide hook for user-defined texture loader (but then how it
will work with programs using only Loader interface) ?
Th
Joachim Bratteli wrote:
myView.setTransparencySortingPolicy(myView.TRANSPARENCY_SORT_GEOMETRY);
to let Java3D handle sorting of transparent objects automaticaly.
I still get some strange problems looking at solid and transparent
objects through transparent objects.
Remember that transparency s
Our 3DS loader, as released to the public, does not cache textures. We
load each texture each time the 3DS model uses it.
Internally (for our own projects) we've modified our loader to cache
textures, at some point in the future we might release a modified
version of our loader that provides textu
John Wright wrote:
Internally (for our own projects) we've modified our loader to cache
textures, at some point in the future we might release a modified
version of our loader that provides texture caching. We couldn't get
Justin's caching code to work reliably so we wrote our own static cache
s
Hi,
From LineAttributes specification.
*
* If antialiasing is enabled, the lines are considered transparent
* for rendering purposes. They are rendered with all the other
transparent
* objects and adhere to the other transparency settings such as the
* View transparency sorting policy and t
Artur Biesiadowski wrote:
Question for both you and Justin - do you clear cache at some point ?
Use weak references ? Or just keep all textures forever ?
The j3d.org setup allows you to request different caching strategies.
There are 3 different types by default - no caching, weak ref, and hol
For our projects we keep all textures permanently.
I did pour through Justin's code for a day and could not understand why
it was losing the textures as if they were weak references. (the code
looks good, it just didn't work for me) I was calling for the cached
textures from two different points i
> Date: Wed, 30 Oct 2002 17:34:28 +
> From: "A. Murat Tanyer" <[EMAIL PROTECTED]>
>
> Can anybody describe me how the ortho method in Transform3D class works.
> [...]
>
> But how can I calculate the values in the paranthesis? Are those values
> related with the BACK_CLIP_DISTANCE and FR
We have setup a bug tracking database for Xj3D. You can access the
database from http://bugzilla.xj3d.org It uses the open source bugzilla
system from the Mozilla project.
You can view the database without access privaleges but you will need to
create an account for adding new bugs to the system
Hi there,
i have a strange painting issue since migrating to 1.4.x
after i refocus my application (which is partially overdrawn by some other
window) and AFTER! moving the mouse into the canvas embedded in the application
frame. the part that was formerly overfrawn turns black.
any comments appr
Rick Goldberg wrote:
I get connection refused.
Oh, hmm Have to look into that. Obviously working fine here, but
we're not outside the network.
Any reason you don't like the snazzy bugtraq
on the consortium's site?
Never knew there was one! We've looked into it before and it was always
a
How to print the
scenegraph?
Hi All,
(B
(BJust want to know has anyone experienced the same problem as me.
(B
(BI added a canvas3D to display 3D objects into a JFrame, and faces some
(Bmysterious refreshing problem with that canvas3D. For example, if I hide
(Bthe window containing the canvas3D partly behind another windo
Title: RE: [JAVA3D] painting issue with jdk 1.4.x
This is a known problem. Scott Rutledge found a workaround to it. Here's a copy of his message:
Pasi
--
I've found a fix for this bug. Create your own canvas3d and implement
the paint method thusly:
public void pain
Title: Possible Memory Leak in Java3D
Hello,
I'm using JDK1.4.1 and Java3D 1.3 OpenGL version and I seem to have a memory leak that I cannot correct by myself.
It seems that there is a static variable in the class javax.media.j3d.VirtualUniverse that holds a reference to something that fu
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