Search found 186 matches
- Mon 6. Jul 2009, 18:24
- Forum: Programming Help
- Topic: What is the easiest way to stop automatic updates?
- Replies: 13
- Views: 1757
Re: What is the easiest way to stop automatic updates?
Just dont care about memleaks right now. It would be great if you can try to fix your problems this way. If it works I can do the ReferenceQueue stuff...
- Mon 6. Jul 2009, 18:00
- Forum: Programming Help
- Topic: What is the easiest way to stop automatic updates?
- Replies: 13
- Views: 1757
Re: What is the easiest way to stop automatic updates?
I looked into the code again, I think the Texture2DLoaderJOGL class should become a field in JOGLRenderer. Then whenever init(GL gl) is called, the old TextureLoader can be disposed and a new one, which is only responsible for textures of the current GL, can be created.
- Mon 6. Jul 2009, 17:53
- Forum: Programming Help
- Topic: What is the easiest way to stop automatic updates?
- Replies: 13
- Views: 1757
Re: What is the easiest way to stop automatic updates?
But what I notice it even deletes references from a different GL context than the current one that it is generating the new texture for, if it can not replace it. This can't be right? Can it? At least that would explain why sometimes my texture disappears because I've got multiple instances of jRea...
- Mon 29. Jun 2009, 14:47
- Forum: Programming Help
- Topic: Coordinate System Visualization
- Replies: 10
- Views: 1841
Re: Coordinate System Visualization
Hi, it seems there is a bug in the CoordinateSystemFactory, no ticks are rendered for the z-axis. But the other things seem to work as they should, like setting colors etc. If your font is too large, scale it down with setLabelScale, try something like 0.001. Please give more details what does not w...
- Sun 28. Jun 2009, 14:07
- Forum: Programming Help
- Topic: Build brokken!
- Replies: 3
- Views: 821
Re: Build brokken!
Yes, we have a tutorial on that in the Wiki: http://www3.math.tu-berlin.de/jreality/ ... te_to_work...I saw some interesting new classes is there now WiiMote device support in jReality?
- Sun 28. Jun 2009, 13:12
- Forum: Programming Help
- Topic: JOGL renderer uses unsupported method
- Replies: 4
- Views: 1029
Re: JOGL renderer uses unsupported method
Joe, I have just looked into the code, and the old lines are still there, but commented out. For a quick work around, I suggest you build your own jReality.jar. This is fairly simple, just check out the code from svn, via svn co http://fs.math.tu-berlin.de:8000/svn/jreality/trunk jreality-build Logi...
- Tue 23. Jun 2009, 18:27
- Forum: Programming Help
- Topic: Build brokken!
- Replies: 3
- Views: 821
Re: Build brokken!
I hope it is fixed now. I have moved the SelectionRenderer into the viewerapp package.
- Mon 22. Jun 2009, 13:57
- Forum: Programming Help
- Topic: Help with Camera
- Replies: 3
- Views: 988
Re: Help with Camera
Hi, I have just comitted a new tutorial example, src-tool/de.jreality.tutorial.tool.MapNavigationToolExample. It contains two tools, and the idea is that the camera is only moved in z-direction, where the map is lying in the x-y plane and dragged in that plane with a dragging tool. Use the mouse whe...
- Sun 21. Jun 2009, 17:53
- Forum: Programming Help
- Topic: Help with Camera
- Replies: 3
- Views: 988
Re: Help with Camera
Hi Danny, to move the camera, you need to edit the transformation of its SceneGraphComponent. Changing the Viewport does not move the Camera at all... I think you could do anything you want using the ShipNavigationTool (this makes a WASD navigation as in an ego shooter). In Your case cou would have ...
- Tue 16. Jun 2009, 11:10
- Forum: Bugs
- Topic: U3D writer renders lines always as tubes
- Replies: 8
- Views: 3895
Re: U3D writer renders lines always as tubes
Or (instead of creating the Shader objects) you can also set the attributes directly:
Code: Select all
appearance.setAttribute(CommonAttributes.TUBE_DRAW, true);
appearance.setAttribute(CommonAttributes.TUBE_RADIUS, 0.02);
- Tue 9. Jun 2009, 15:56
- Forum: Programming Help
- Topic: Can't handle Keyboard-Input
- Replies: 6
- Views: 3772
Re: Can't handle Keyboard-Input
Yes, login: guest with empty password will work... BTW: the svn contains an Eclipse project, so setting it all up with Eclipse is much easier - and there is a tutorial for that in the wiki. For netbeans, you need to use all the src-* folders as src-folders, and add most of the jars from the lib fold...
- Tue 9. Jun 2009, 15:48
- Forum: Virtual Reality Viewer
- Topic: Colors are lost in U3D file
- Replies: 11
- Views: 9845
Re: Colors are lost in U3D file
May I ask, how does it comes that your reader understands mathematica-syntax? Well, we had a clever student who wrote the parser ;-) But please do not expect that it supports all features of Graphics3D, and note that there may be significant changes in the format for different versions of Mathemati...
- Tue 9. Jun 2009, 11:23
- Forum: Virtual Reality Viewer
- Topic: Colors are lost in U3D file
- Replies: 11
- Views: 9845
Re: Colors are lost in U3D file
It works when you do not export to jvx first. Just create a Graphics3D and write that to a file ending with .m gfx = Graphics3D[ GraphicsComplex[{{0, 0, 0}, {0, 2, 0}}, {{Green, Sphere[1]}, {Red, Sphere[2, 0.4]}, {Blue, Cylinder[{1, 2}, 0.2]}}]] gfx >> 1.m Then load the with the ViewerApp (http://ww...
- Mon 8. Jun 2009, 22:00
- Forum: Programming Help
- Topic: Can't handle Keyboard-Input
- Replies: 6
- Views: 3772
Re: Can't handle Keyboard-Input
is there any way to use keyboard-input for the avatar-navigation (like WASD-keys for navigation with fixed y-axis)? You can just add a ShipNavigationTool to your avatar node (this is intended to be the node below the camera, the idea is that we navigate the feet of the avatar instead of its head......
- Mon 8. Jun 2009, 17:26
- Forum: Virtual Reality Viewer
- Topic: Colors are lost in U3D file
- Replies: 11
- Views: 9845
Re: Colors are lost in U3D file
As far as I know, there is no freeware-solution for exporting to u3d...Without the colours, it is not very useful :-( This applys only for vertex/face/edge colors. The color of an object as well as its texture will be exported, so I think it isnt that useless... But exporting at least vertex colors...