Search found 16 matches
- Wed 1. Apr 2009, 10:26
- Forum: Programming Help
- Topic: Two questions about picking
- Replies: 6
- Views: 1198
Thanks! I'm not sure I like the sampling idea too much, but since my geometries and scene graphs are very simple in the case I'm looking at, I might be able to write something up that intersects the geometry directly with the selected frustrum. What's a good way to compute the ray corresponding to t...
- Tue 24. Mar 2009, 14:56
- Forum: Programming Help
- Topic: Two questions about picking
- Replies: 6
- Views: 1198
- Tue 24. Mar 2009, 08:15
- Forum: Programming Help
- Topic: Two questions about picking
- Replies: 6
- Views: 1198
Two questions about picking
1) How can I change the sensitivity of picking? I've noticed that if I have two objects A and B with A in front of B, then sometimes A is picked even if the whole mouse pointer is clearly off A. What I'd like to do is tell the toolsystem to pick only objects within, say, 3 pixels of the current mous...
- Fri 27. Feb 2009, 07:24
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2331
- Thu 26. Feb 2009, 13:15
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2331
I understand. The thing is, from the OpenGL documentation I found online I couldn't quite figure out whether dlDepthRange was applied before or after the perspective transformation. It seemed to make more sense to me to do it after, but that was just a guess. If you happened to have a link that expl...
- Thu 26. Feb 2009, 01:07
- Forum: Advanced Development
- Topic: Jreality with Jruby
- Replies: 10
- Views: 4669
Okay, problem identified. In the interactive example above, I had used a little script that populates the CLASSPATH and then calls the scala command, which is also a script. According to the documentation, it should accept -D arguments, but apparently it doesn't pass them to the JVM correctly. So I ...
- Wed 25. Feb 2009, 15:01
- Forum: Advanced Development
- Topic: Jreality with Jruby
- Replies: 10
- Views: 4669
Here's the transcript of an interactive session, with some slight editing to make it more readable. As you see somewhere in the middle, I didn't quite manage to get the jogl backend to work in this case, but I imagine that's only a matter of finding the right incantations. olaf@olaf-laptop:~/scratch...
- Wed 25. Feb 2009, 14:17
- Forum: Advanced Development
- Topic: Jreality with Jruby
- Replies: 10
- Views: 4669
Here's a quick translation of de.jreality.tutorial.too.DragEventTool01: package org.gavrog.scratch import java.awt.Color import scala.collection.mutable.ArrayBuffer import de.jreality.geometry.Primitives import de.jreality.scene.{Appearance, SceneGraphComponent} import de.jreality.scene.data.{Attrib...
- Wed 25. Feb 2009, 07:32
- Forum: Advanced Development
- Topic: Jreality with Jruby
- Replies: 10
- Views: 4669
I've used both Python and Ruby in larger projects, and they are pretty much in the same league. Personally, I prefer Python, but that's mostly a matter of taste. From memory, I found it a bit more difficult to interface with existing Java libraries from JRuby than from Jython. But that might have ch...
- Tue 24. Feb 2009, 07:51
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2331
- Mon 23. Feb 2009, 16:48
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2331
- Mon 23. Feb 2009, 03:26
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2331
Polygons and (non-tube) lines in JOGL
Hi! I'm trying to render relatively large polygonal meshes (~40k quadrangles) with both faces and edges shown. Tubes do of course display fine, but at that complexity start to hurt performance. When I set 'TUBES_DRAW' to false, I see lines disappear behind incident polygons at certain angles. I know...
- Wed 18. Feb 2009, 15:22
- Forum: Bugs
- Topic: ToolSystem crash
- Replies: 5
- Views: 2084
- Wed 18. Feb 2009, 02:42
- Forum: Bugs
- Topic: ToolSystem crash
- Replies: 5
- Views: 2084
Found a better fix
Okay, I poked the source code a bit more and found a better solution. The following modification to the end of RotateTool::perform() simply puts the rotation on hold until the mouse position leads to a correct transformation again: if (!fixOrigin) result.multiplyOnRight(center.getInverse()); if (Rn....
- Tue 17. Feb 2009, 14:58
- Forum: Bugs
- Topic: ToolSystem crash
- Replies: 5
- Views: 2084
Thanks! That was quick. With your fix, the toolsystem still gets into a strange state, but it doesn't crash anymore. After experimenting a bit, I came up with the following modification to RotateTool::perform(), which makes the object jump a bit when the mouse pointer leaves the screen, but at least...