Search found 48 matches
- Fri 8. Feb 2013, 14:32
- Forum: Installation
- Topic: Cannot make jReality work
- Replies: 6
- Views: 2401
Re: Cannot make jReality work
Seems all fine. The output you're getting is not really an error message, but the information, that your graphics gard does not support our new openGl3.3 backend. See this thread for details: http://www3.math.tu-berlin.de/jreality/phpbb/viewtopic.php?f=7&t=638 With your new card - if it supports at ...
- Wed 6. Feb 2013, 15:04
- Forum: Bugs
- Topic: Problems switching to full screen mode on macs
- Replies: 3
- Views: 1602
Re: Problems switching to full screen mode on macs
On Windows7 64bit with NVidia drivers I get the following behaviour for the jogl-backend: When I switch to fullscreen mode, screen goes black (this is not the clear color, I have tried setting it to red, and the screen still goes black). Using Alt-Tab to switch Windows back and forth results only in...
- Wed 6. Feb 2013, 13:19
- Forum: Bugs
- Topic: Problems switching to full screen mode on macs
- Replies: 3
- Views: 1602
Re: Problems switching to full screen mode on macs
Hi, I have found a clue. Even though it works in linux, I get the following error message when switching to fullscreen mode: calling JOGLViewer.dispose() Info: Nativewindow X11 Error: 3 - BadWindow (invalid Window parameter), dpy 0x7fb4a82e65f0, id 3a00013, # 485: 20:0 X_GetProperty Info: Nativewind...
- Sat 2. Feb 2013, 15:05
- Forum: Bugs
- Topic: Problems switching to full screen mode on macs
- Replies: 3
- Views: 1602
Re: Problems switching to full screen mode on macs
Hi,
fullscreen works great on my linux machine. Maybe the solution lies in the discard method of the JOGLViewer. How about software viewer and fullscreen?
Edit: On my Windows7 fullscreen only works for the software renderer. It probably has something to do with how openGl connects to the awt.
fullscreen works great on my linux machine. Maybe the solution lies in the discard method of the JOGLViewer. How about software viewer and fullscreen?
Edit: On my Windows7 fullscreen only works for the software renderer. It probably has something to do with how openGl connects to the awt.
- Sun 27. Jan 2013, 13:18
- Forum: General jReality Discussion
- Topic: some questions
- Replies: 5
- Views: 1180
Re: some questions
By the way I get the following picture:
https://picasaweb.google.com/lh/photo/D ... directlink
https://picasaweb.google.com/lh/photo/D ... directlink
- Sun 27. Jan 2013, 13:13
- Forum: General jReality Discussion
- Topic: some questions
- Replies: 5
- Views: 1180
Re: some questions
Hi, looking at the javadoc of de.jreality.scene.Viewer.setCameraPath(...) Set the camera path. Some backends assume that this is a valid (existing) path starting at the scene root. This implies that one first needs to set the scene root. A camera path must have a Camera as the last element. I read t...
- Tue 15. Jan 2013, 04:23
- Forum: Installation
- Topic: Cannot make jReality work
- Replies: 6
- Views: 2401
Re: Cannot make jReality work
Can you tell us which card on which system you have updated to make this work? I'd be quite interested.
In plugin.basic.View.java there are five lines quite at the start of the file of which 4 lines are commented. Try commenting the first and uncommenting the second or vice versa and see what happens.
In plugin.basic.View.java there are five lines quite at the start of the file of which 4 lines are commented. Try commenting the first and uncommenting the second or vice versa and see what happens.
- Tue 15. Jan 2013, 04:19
- Forum: General jReality Discussion
- Topic: some questions
- Replies: 5
- Views: 1180
Re: some questions
There are transformation matrices on the camera path. They have to add up to a translation by x0, y0, z0 and a rotation that maps the z axis (0,0,1) to the normalized (x1-x0,y1-y0,z1-z0). For manipulating these transformation matrices easily, have a look at the javadoc of the MatrixBuilder class: ht...
- Sat 12. Jan 2013, 11:03
- Forum: General jReality Discussion
- Topic: Time of flight camera simulation with z buffer
- Replies: 3
- Views: 2826
Re: Time of flight camera simulation with z buffer
Even though the new backend isn't finished yet (no tubes for the edges, no Sphere Geometry type, some attributes not working) you could implement your depth buffer drawing like this: String[] source = new String[2]; source[0] = "poly.v"; source[1] = "poly.f"; a.setAttribute("polygonShader::glsl330-s...
- Sat 15. Dec 2012, 20:06
- Forum: Backends
- Topic: jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
- Replies: 10
- Views: 2665
Re: jogl3-Backend crashes on Mac Pros from 2008
On the following website someone has complained about Mountain Lion not supporting openGl 4, even though the underlying hardware surely does:
h++p://renderingpipeline.com/2012/06/mac-opengl-capabilities/
Let's hope that Apple releases openGL3.3 capable drivers soon.
h++p://renderingpipeline.com/2012/06/mac-opengl-capabilities/
Let's hope that Apple releases openGL3.3 capable drivers soon.
- Fri 14. Dec 2012, 22:52
- Forum: Backends
- Topic: jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
- Replies: 10
- Views: 2665
Re: jogl3-Backend crashes on Mac Pros from 2008
If you run the newest version of jogl3 it should give you a line of output showing all the available openGL versions on your machine.
OpenGl 3.3 should definitely be available on both your recent macs though.
OpenGl 3.3 should definitely be available on both your recent macs though.
- Mon 5. Nov 2012, 19:52
- Forum: Backends
- Topic: jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
- Replies: 10
- Views: 2665
jogl3-Backend crashes on Mac Pros from 2008[SOLVED]
The graphics card on the mac pro from 2008 is a Radeon 2600 XT supporting opengl 3.2 but not 3.3
Therefore the incompatibility is currently not properly detected, because GLProfiles in jogamp do not distinguish between 3.3 and 3.2
Therefore the incompatibility is currently not properly detected, because GLProfiles in jogamp do not distinguish between 3.3 and 3.2
- Mon 3. Sep 2012, 21:53
- Forum: General jReality Discussion
- Topic: Time of flight camera simulation with z buffer
- Replies: 3
- Views: 2826
Re: Time of flight camera simulation with z buffer
Hi ted, I'm currently developing the new opengl-3.3-backend. With this new backend it will be rather easy to write a shader in GLSL that writes the z-buffer of every pixel. The backend might be ready by the end of the year. If you remind me then, I'll write you a tutorial: http://page.math.tu-berlin...
- Wed 22. Jun 2011, 11:49
- Forum: Programming Help
- Topic: A bit lost with axis and rotations
- Replies: 10
- Views: 1491
Re: A bit lost with axis and rotations
looks quit good I think. i think the transformations that are at the end of the statement are executed first. ie. in your case first the translation and afterwards a rotation around the origin. check this page for the use of .rotate(...) http://www3.math.tu-berlin.de/jreality/api/de/jreality/math/Ma...
- Sun 12. Jun 2011, 10:29
- Forum: Programming Help
- Topic: A bit lost with axis and rotations
- Replies: 10
- Views: 1491
Re: A bit lost with axis and rotations
I think the coordinate system is usually aligned so that y points upwards and x, z are horizontal. You could use the class MatrixBuilder i guess. A Translation would be MatrixBuilder.euclidean().translate(new double[]{2, 4, 0, 1}).rotateFromTo(new double[]{1, 0, 0, 1}, new double[]{2, 4, 0, 1}).assi...