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1  Java Game APIs & Engines / Xith3D Forums / Threading model on: 2004-02-19 23:20:18
Greetings all,

Thanks a lot for a great product and superb support in this forum. Almost every issue I've had has been explained in great details in these forums.

I have a question that may be more oriented towards experience than the underlying architecture of Xith3D+JOGL. From my experience using Xith3D I have seen there are two main models when implementing timeslicing for a project:

The 'more Java' way is to use separate threads threads that (for example) modify a Transform3D in the background to make a cube spin. This approach has the benefit that the timeslicing is performed by the VM or (hopefully) the OS. But in task intensive applications, or where synchronization is very important it may prove 'inexact' and very resource consuming.

The othe way, the GL way, is to implement a single thread model where we give time to each component for it's calculations. This is a little less 'object oriented' in Java's way, but has the advantage of providing a scalable and 'perfectly-synchronizable' experience.

In the project I'm working on I've implemented both models, having a simple way to switch between one or the other easily at runtime. I still have not used any huge scene, so it's literally impossible to tell the one from another. But I'm interested in your opinions (as developers and users of Xith3D) on how do you implement time-slicing and what your experiences are.

Thanks again for a great tool and a better community.
2  Java Game APIs & Engines / Xith3D Forums / Re: Sky generation on: 2004-02-08 01:08:16
That's great JCD!!

Thanks a lot
3  Java Game APIs & Engines / Xith3D Forums / Crash on simple scene on: 2004-02-06 01:36:31

I'm experiencing a problem where a simple scene can crash Xith3D. I don't know if I'm doing something wrong or it's a known issue.

I managed to track this to the simplest example. This is based on the SimpleGeometry example from the GSG. The following code starts up correctly and draws the two objects:


VirtualUniverse universe = new VirtualUniverse();
View view = new View();

Locale locale = new Locale();
BranchGroup scene = new BranchGroup();

// draw a dotted cross in the upper-left corner
Shape3D sh3 = new Shape3D(createXPoints(), new Appearance());

// draw a quad in the lower-left corner
Shape3D sh4 = new Shape3D(createQuad(), new Appearance());

// create a canvas for our graphics
RenderPeer rp = new RenderPeerImpl();
CanvasPeer cp = rp.makeCanvas(null, 400, 304, 32, false);
Canvas3D canvas = new Canvas3D();

// modify our view
view.getTransform().lookAt(new Vector3f(0, 0, 2), // location of eye
new Vector3f(0, 0, 0), // center of view
new Vector3f(0, 1, 0)); // vector pointing up

This is a subset of the SimpleGeometry example. However if I comment one of the shapes being added to the scene the window appears for a split-second and crashes instantly without further info:


// draw a dotted cross in the upper-left corner
Shape3D sh3 = new Shape3D(createXPoints(), new Appearance());

// draw a quad in the lower-left corner
//Shape3D sh4 = new Shape3D(createQuad(), new Appearance());

Just commenting a Shape3D does it. I have tried different ways but have seen always exactly the same pattern: when there is only one Shape3D in the scene (no matter which one) the program crashes.

The problem occurs with any of the examples that use a single Shape3D (ie HelloXith3D)

This is the debug info after starting a Xith3D application:


Init GL is
OpenGL Renderer = GeForce2 MX/AGP/SSE2
OpenGL Version = 1.4.0 NVIDIA 44.96
OpenGL Vendor = NVIDIA Corporation
OpenGL Extensions = GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod

Thanks a lot
4  Java Game APIs & Engines / Xith3D Forums / Re: Sky generation on: 2004-02-05 11:59:49
Thanks a lot, I thought it had to be that way (using a huge box or sphere) - just wanted to know if Xith3D (or JOGL for this matter) had an artifact for sky rendering.
5  Java Game APIs & Engines / Xith3D Forums / Sky generation on: 2004-02-04 16:13:16
Hi, I've been monitoring this forum for quite some time and has proven very educative. The demos and examples are a great source to start hacking with Xith3D.

What I have not found is a example on how to create a Sky box. I'm talking about a realistic sky, not backgound color. Does anyone has a small example on this? A pointer to a javadoc or tutorial would be enough.

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