Search found 321 matches

by gunn
Mon 3. Sep 2012, 11:52
Forum: Bugs
Topic: IllegalStateException starting Timer when using jogl Viewer
Replies: 1
Views: 1027

Re: IllegalStateException starting Timer when using jogl Vie

I think the distinction is not between JRViewer and de.jreality.jogl.Viewer, since the former uses the latter to render. It's more a question of whether the Viewer you have set up is properly configured to run with instances of de.jreality.tools.Timer, in the same way that JRViewer apparently can. I...
by gunn
Mon 3. Sep 2012, 11:04
Forum: Bugs
Topic: closedCylinder ends remain untextured
Replies: 10
Views: 1864

Re: closedCylinder ends remain untextured

After posting, I realized that mirroring the texture and stretching it both can (and should) be handled in the texture matrix attached to the texture, not in the code which attaches the texture coordinates. That means, I think, that the addition to closedCylinder() should be limited to setting the t...
by gunn
Mon 3. Sep 2012, 11:01
Forum: Programming Help
Topic: Move camera vs object with mouse... Recommended method?
Replies: 2
Views: 1076

Re: Move camera vs object with mouse... Recommended method?

Try the tool de.jreality.tool.tools.ShipNavigationTool. I'm not completely familiar with it, but if you add to a node "one above" the node containing the camera, it responds to the arrow keys to fly towards, away, to the left, or to the right. There is also a class called FlyTool which responds only...
by gunn
Sat 1. Sep 2012, 10:09
Forum: Bugs
Topic: closedCylinder ends remain untextured
Replies: 10
Views: 1864

Re: closedCylinder ends remain untextured

I think the best solution for now is to leave the textures on the cylinders as they are now, and introduce the textures on the caps in the way you think is most reasonable. If you want to put hooks in for switching the orientation of the texture on the cylinders, too, feel free to do so. We can then...
by gunn
Sat 1. Sep 2012, 09:59
Forum: Feature Requests
Topic: GetCameraPathImage
Replies: 17
Views: 4558

Re: GetCameraPathImage

Thanks for the sample code. I tried it out here (jreality 5517, eclipse 3.5 (Galileo?), Mac OS 10.7, new Macbook Pro w/ NVidia GeForce 650 M), and experienced no problems. I decreased the sleep time to 1000, then to 500, then to 100, finally to 10, while increasing the number of screen shots to 15 a...
by gunn
Fri 31. Aug 2012, 13:51
Forum: Feature Requests
Topic: GetCameraPathImage
Replies: 17
Views: 4558

Re: GetCameraPathImage

Hi Ted, Regarding your previous post: the current SVN repository contains the patch you contributed to display the jni/README when it detects a problem. I'm sorry you're having problems with the improved offscreen rendering. Are you having problems with your own code, or with the tutorial example de...
by gunn
Fri 31. Aug 2012, 08:18
Forum: Bugs
Topic: closedCylinder ends remain untextured
Replies: 10
Views: 1864

Re: closedCylinder ends remain untextured

Hi Ted, Sorry not to have replied earlier regarding this patch. I'm not satisfied with the solution as it stands. The danger is that we create too many variations of the static method regularPolygon(). We introduced the method regularPolygonFactory() to prevent such profusion. The idea is that if th...
by gunn
Thu 30. Aug 2012, 16:03
Forum: Programming Help
Topic: javax.media.opengl.GL.glRenderbufferStorageMultisampleEXT
Replies: 10
Views: 4436

Re: javax.media.opengl.GL.glRenderbufferStorageMultisampleEX

Yes, there is currently a limit of 8 lights in the JOGL backend. I believe that's related to some related constant in the OpenGL specification regarding the minimum number of lights an OpenGL implementation must support. It shouldn't be too hard to change; look in the class JOGLLIghtHelper and speci...
by gunn
Tue 28. Aug 2012, 09:51
Forum: Core
Topic: How about making jReality awesome?
Replies: 5
Views: 2045

Re: How about making jReality awesome?

Petsagouris, Thanks for the feedback! The development group for jReality, mostly centered at the TU Berlin, is engaged right now in a process which includes several of the points you raise. Work is under way to implement a new backend with the latest state of JOGL. We have also planned to switch ove...
by gunn
Tue 28. Aug 2012, 09:39
Forum: Core
Topic: ReaderMESH input?
Replies: 2
Views: 1019

Re: ReaderMESH input?

The MESH type is a sub-type of the OOGL file format, which was developed at the Geometry Center in the 1990's. See http://www.geom.uiuc.edu/software/geomview/ooglman.html . jReality supports a subset of this file format, including the MESH type. This is a surface with quad-mesh connectivity. Here's ...
by gunn
Sat 25. Aug 2012, 09:29
Forum: Programming Help
Topic: javax.media.opengl.GL.glRenderbufferStorageMultisampleEXT
Replies: 10
Views: 4436

Re: javax.media.opengl.GL.glRenderbufferStorageMultisampleEX

Which backend are you using with the JRViewer option? If you're not sure, look at the menu item "Viewer". If "Viewer" is checked you are using de.jreality.jogl.Viewer. If this is the case, then it would be more promising to look for differences in the scene graphs being rendered in the two cases, si...
by gunn
Thu 23. Aug 2012, 19:38
Forum: Feature Requests
Topic: DefaultPointShader: control over sphere subdivision level
Replies: 0
Views: 1254

DefaultPointShader: control over sphere subdivision level

I've added a feature which has been suggested now and again: control over the quality of the spheres drawn by the DefaultPointShader in the JOGL backend. You can now use Appearance attributes to control the fineness of the subdivision of the spheres rendered. For example to obtain medium quality sph...
by gunn
Thu 23. Aug 2012, 13:02
Forum: Bugs
Topic: skybox mirrored?
Replies: 3
Views: 957

Re: skybox mirrored?

No, I'm not planning to put this directly into SVN since it would change existing behavior. For the time being that means you'll have to maintain the change in your copy of the code. I'll post again if an option is added to control this behavior.
by gunn
Thu 23. Aug 2012, 09:23
Forum: Programming Help
Topic: Smoothed models from an STL file
Replies: 14
Views: 2219

Re: Smoothed models from an STL file

The following code is executed in de.jreality.plugin.content.ContentLoader, when you load files from JRViewer menu. You can see that it creates the face and vertex normals if they are not present. SceneGraphComponent read = Readers.read(Input.getInput(file)); SceneGraphComponent tempRoot = new Scene...
by gunn
Wed 22. Aug 2012, 19:38
Forum: Programming Help
Topic: Smoothed models from an STL file
Replies: 14
Views: 2219

Re: Smoothed models from an STL file

FYI, I also tried loading the face.stl into JRViewer using "File->Load Content..." and got the "smooth-shading" effect shown in Andre's screenshots, including the blemishes. I can toggle to flat shading using the Appearance inspector in the Navigator window. So, it seems like the question to ask is ...