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Java Game APIs & Engines / Java 3D / Re: Java3D in fullscreen mode
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on: 2003-12-03 20:37:33
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Thanks for the response,
The current mixing of 3D and 2D (where Java3D gets to work in it's canvas surrounded by other AWT components) actually works quite well. No performance issues as to how fast Java3D renders.
I would be ok with keeping it like this if I could find a way to get it to display properly in a fullscreen window. But when I try to create a fullscreen window and then add a Canvas3D to it, it doesn't render at all.
I therefore was looking at rendering into an offscreen buffer and display through an active rendering loop, this would also give us the benefit of being able to draw things on top of the 3D area.
There is not enough time or resources on this project to rewrite the entire application from scratch in full 3D, simulating any 2D components. Otherwise, I agree, that would have been the ideal choice.
Thanks for your views anyway, though.
Has anyone managed to get a decent framerate using the offscreen capabilities of a Canvas3D?
D
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Java Game APIs & Engines / Java 3D / Java3D in fullscreen mode
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on: 2003-12-03 19:23:26
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Hey,
Is there anyone out there who has done work with Java3D in fullscreen exclusive mode?
I have an application which mixes 3D and 2D by displaying a Canvas3D among other AWT and Swing components. That all works fine, but I would like to move it to the fullscreen exclusive mode provided by Java 1.4.
I have tried creating the Canvas3D as an offScreen canvas and on each pass of the render loop (I'm using active rendering and would prefer to do so if possible) I call renderOffScreenBuffer() and waitForOffScreenRendering() and then I use getImage() to grab a BufferedImage which I then draw to my Graphics object from the Bufferstrategy. (phew, long sentence, but I hope you'll get my drift...)
It works, but much too slowly. I get no more than 3-4 FPS on a 2.6Ghz P4, which of course is not enough for any practical use.
Does anyone know of a better way to do this? Is there a faster way to get an image from an offscreen Canvas3D.
Any suggestions or ideas highly appreciated. Thanks, D
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Java Game APIs & Engines / Java 2D / Java Fullscreen mode and various Graphics chipsets
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on: 2003-12-03 15:31:09
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Has anyone experienced any problems with going into Fullscreen exclusive mode from Java 1.4 on any particular graphics chipsets.
Basically I would like to know if there are any chipsets that don't work with Java's fullscreen mode (and if so, which ones..)
It would be acceptable to only enter fullscreen, and not change the resolution, but we do want to enter fullscreen mode, and I don't want to avoid limiting the number of computers our program can run on as much as possible.
I'd appreciate any comments on this, D
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Java Game APIs & Engines / Xith3D Forums / Xith3D Canvas3D in offScreen mode
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on: 2003-12-02 23:25:18
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Hi all,
I have just started looking at Xith3D to potentially replace Java3D in our application, which runs primarily in 2D (Java 1.4.2 Fullscreen exclusive mode with active rendering) and we need to have some parts display in 3D. Our current implementation uses the offScreen mode of the Canvas3D to render into a back buffer image which gets drawn to the screen in the main render loop.
I saw that there is a Xith3D Canvas3D constructor which takes a boolean for offscreen mode, but I couldn't quite figure out at a quick glance if the feature is fully implemented.
So, my question is (to avoid porting all our code just to find out it won't work), can I have Xith3D render into an offscreen BufferedImage (or even better, a VolatileImage) for use in my 2D rendering loop? And if yes, what are my chances that it will work faster than in Java3D (very slow, 2-5 FPS on a 2.6GHz P4)?
I'd appreciate any wisdom you guys could offer. Thanks, D
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