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1  Java Game APIs & Engines / Java 3D / Re: Problems with clipping... on: 2003-05-15 11:19:26
Nevermind...I just figured it out. I was adjusting the back and front clip distances on a class that I thought they used for the turns out that they instantiated the view class and never hooked it into the universe - they created a simple universe and uned the default, then made a different view class that only takes up memory (never added to the scene). Thanks for the help.
2  Java Game APIs & Engines / Java 3D / Problems with clipping... on: 2003-05-14 17:28:54
Here's the issue:
I started modifying the BackgroundApp demo in order to create a polygon mesh (TriangleStripArray) with an image texture mapping. Got that working ok, but the poly mesh is clipping rather close to the view. I tried setting the view BackClipDistance to 9000, and changed the back and front clip policies to use VIRTUAL_EYE. I increased the BoundingSphere on a BoundingLeaf used for the PlatformGeometry to 9000 as well, but changing these values seem to have no effect. I'm sure that I'm missing something, since I'm new to the Java 3D world. Any insights from the experts out there?

3  Java Game APIs & Engines / Java 3D / Re: Finished my tutorial - please check it on: 2003-05-14 16:50:31
I checked out the tut...pretty good, and it introduces a lot of useful info.

One comment - you may want to put a link to the milkshape loaders on the page introducing the purple guy. I had to look around the code before I realized that I needed the loader...we newbies need all the t's dotted and i's crossed.....   Grin
4  Java Game APIs & Engines / Java 3D / Re: Draping imagery of non-standard sizes... on: 2003-05-14 15:55:51
According to the Sun tutorials:

For rendering efficiency, Java 3D requires the size of the texture image to be a mathematical power of two (1, 2, 4, 8, 16, …) in each dimension. Failing to meet this restriction will result in a runtime exception.

If the graphics cards can't handle it, then I am left wondering why they didn't specify the lowest value as 16... Huh

It's amazing what I can find by reading the manual, huh? I should've done that before  Embarrassed
5  Java Game APIs & Engines / Java 3D / Re: Draping imagery of non-standard sizes... on: 2003-05-14 10:59:42
That's what I thought  Sad I just wanted to confirm that.

The bad news in this is that the images I need to break up are created dynamically, and can be of varying sizes. So, my strategy (for now) is to build a class that breaks an image into a Vector of images, each of which is a power of 2. It'll probably have another underlying class that holds the images and coordinate info for restitching the images back together...a bit of a pain to set up, b ut it'll be worth it in the end. I can have an image that's 1x1, correct?
6  Java Game APIs & Engines / Java 3D / Draping imagery of non-standard sizes... on: 2003-05-13 18:37:59
A slight technical question - I noticed that the texture images for rendering onto an object needs to be an order of 2. Is there any way to specify a non-power image size (ex: 800 x 600) for mapping to a region, or am I going to be stuck with cutting the image into multiple pieces and using a multitexture technique?  :-/
Does anyone have a bit-o-code to handle this already?
7  Java Game APIs & Engines / Java 3D / Benefits of Java3D over Java2D... on: 2003-05-12 17:16:03
I'm new to the Java 3D world, so please be gentle... Wink

Is there a benefit to rendering in Java 3D over Java 2D for flat plane surfaces? What I'm looking for is the tradeoff between the 2D software rendering and the 3D graphics-card accelerated rendering on large, dynamic, draped images (~1K x 1K). Any insights would be greatly appreciated. Thanks!
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