We have released a new version, 431, of "Jun for Java".
The major changes since the version 421 includes:
* The QuickTime interface is modified to support Java 2 SDK
1.4.2 on Mac OS X.
* JunMoviePlayer and JunMultiMediaViewer are modified
according to a new key event handli
Hi
This article is very interesting for those who need to
load textures or write images.
Tiger also added several formats for read/writing
images as jpeg2000, gif, tiff and others.
http://java.sun.com/developer/JDCTechTips/2004/tt0217.html
Hi,
I have a question about rendering of geometry in a Shape3D.
In my program, I need at certain times to change the geometry component of my
Shape3D to display certain different geometry. I do this by a call to
myShape3D.removeAllGeometries() and then add all the
geometries I need by a
From: Ibrahim Z Mohammad [mailto:[EMAIL PROTECTED]
> The problem is, since
> I have a very large number of geometries (around 30,000, I'm
> doing visualization for a granular soil particle simulation
> where each geometry is a soil particle), the geometries don't
> appear at the same time, ra
That's
tricky, so you need to use tricks ;)
The
problem is that the renderer runs in another thread that the one in which you're
modifying the shape3d.
1.
first option is to stop the renderer before you remove the geometries and start
it again after you've finished adding. pros: very easy
I can't use a Point Array as each particle has to be modelled as a 3D object
with distinct geometry and orientation. The simulation includes particles of
different arbitrary geometries (shapes with n-sided polygonal convex faces)
and the orientations change from frame to frame. Instead of dealing w
Ok, now I understand better. You can still use 1 TriangleArray holding all
your geometry. Better, BY_REFERENCE, and then you update it with a
GeometryUpdater. That ensures that the whole geometry will be consistent.
And, considering what you're doing, the fastest option.
Cheers,
Florin
-Orig
Hello
Does anyone know a good tutorial showing the correct use of
WakeupOnCollisionEntry/Exit ?
thx & cu
Gilson Laurent
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If you can't beat them join them
Well after a week of playing with Java3D sound, I too am quitting.
And that's without even trying the spatial dependency stuff that seems
to provide headaches for the rest of you.
I need to have concurrent sounds kicking it at the right times alongside
other no
yes, chris , I
mean a 4 point QuadArray . It should not be a square ,thesides might not be
equal, and the points might not be on the same plane.Would you apply
different textures to it (textures with lines are better tosee the
difference) and see how it looks like? I want to know how to cont
Thanks a lot for all your suggestions. I've used IndexedTriangleArrays to
model the geometries as even though the coordinates data differs for every
particle, there are only 4 or 5 'types' or 'shape' of particles, such that
every particle of a certain 'type' or 'shape' uses the same index arrays. I
On Windows, you can pack these files into your installer:
j3dcore.jar, j3daudio.jar, j3dutils.jar, vecmath.jar
J3D.dll, J3DUtils.dll, j3daudio.dll
Load the DLL files with System.loadLibrary(), or set java.library.path
appropriately.
Same on Linux, only with *.so files.
I guess that it could be
Hi, pumpkin
Here is a good one :
http://www.j3d.org/tutorials/raw_j3d/chapter6/collisions.html
There is this great tutorial by Josh Couch. It is simple and accurate
enough.
http://www.j3d.org/tutorials/collision/index.html ; It describes a simple
collision system between two objects (one of
Hello
(...)
> Instead of
> dealing with a large number of TransformGroups I just recreate the
> geometries for each frame.
(...)
> > the geometries don't
> > appear at the same time, rather the renderer starts by
> > rendering the geometries one by one, from the first added one
> > to the last.
I
Well, I've designed a part of my school in Java 3D with exact measures as
in rl. The thing is...the virtual world seems a lot smaller than the real
thing.
I've chaned the field of view to give the impression that the world is
biggerbut that changes only on the x-axis of teh screen..if you know
Hello
On Friday 20 February 2004 17:16, you wrote:
> Hunt mentioned that this was
> not the result I wanted because the renderer has devided the quad into 2
> triangles then applied the texture to each one..so how can I get it right ?
The easy way: Use more triangles. (or an different texture) Qu
Hello
> http://www.j3d.org/tutorials/raw_j3d/chapter6/collisions.html
> http://www.j3d.org/tutorials/collision/index.html
thx. (Sorry about the wrong reply-address)
I have read both... and still have a question, so:
I have 4 "main"-BranchGroups, each containing one kind of "object" (around
20
pumpkin wrote:
I need behavior what is triggered if 2 of the same kind hit eachother. So a
shape from BranchGroup 1 + a shape from branchgroup 2 => no collision, no
behavior triggered. Two from group X => collision, behavior triggered.
Ah... what you are seeking is not a picking system at all, but
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