September 2006


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MASON Multiagent Simulation Toolkit <[log in to unmask]>
Mon, 25 Sep 2006 14:50:05 -0400
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MASON Multiagent Simulation Toolkit <[log in to unmask]>
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Sean Luke <[log in to unmask]>
To: MASON Multiagent Simulation Toolkit <[log in to unmask]>
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Let me know how TransformedPortrayal3D works for you.  And our time  
is tight, but if you mail to [log in to unmask] the image and the  
specific code snippet you're using to stick the image in the world,  
we might be able to play with it a bit for you.


On Sep 25, 2006, at 1:43 PM, Ryan Kadomoto wrote:

> Sean,
> The correct loading of the image did not fix the problem with the
> ImagePortrayal3D.  I still cannot see it.
> I am using new ImagePortrayal3D(image, false, true);
> After that, I'm calling setObjectLocation(imagePortrayal3D, new
> Double3D(0.0, 0.0, 0.5)); on a Continuous3D object that is in a
> ContinuousPortrayal3D, which in in a Display3D.
> I'll look at the TranformedPortrayal3D next.
> Let me know if you think of anything else to try.
> Ryan
> -----Original Message-----
> From: MASON Multiagent Simulation Toolkit
> [mailto:[log in to unmask]] On Behalf Of Sean Luke
> Sent: Friday, September 22, 2006 5:27 PM
> To: [log in to unmask]
> Subject: Re: MASON-INTEREST-L Digest - 17 Sep 2006 to 21 Sep 2006  
> (#2006-56)
> On Sep 22, 2006, at 9:22 PM, Ryan Kadomoto wrote:
>> But this doesn't really help me completely.  Ideally, I want the
>> image to be
>> on a single rectangular plane that I can rotate.
> Previously you had indicated that when you created an
> ImagePortrayal3D at (0,0,0), you couldn't see it.  I presume that
> issue is fixed by loading the image right?
> If what you need is for the image to be *rotateable*, you need to
> state that the ImagePortrayal3D not be "oriented" -- that is, always
> facing the user.  Instead of saying
> 	new ImagePortrayal3D(image),
> try saying
> 	new ImagePortrayal3D(image, false, opaque)
> ...where opaque is true (strongly recommended for speed) if your
> image doesn't need semitransparency, else false.  The second argument
> is the oriented-portrayal argument.  We're setting it false.
>  From there you may need to change the orientation of the portrayal
> -- you'd do that like any other one, by wrapping it in a  
> TransformedPortrayal3D.
> Sean