Search found 321 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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 ...