Hi,
You don't have to use Shape3D to define primitives such as a cube or a
sphere.
Use the predefined primitives by Java3D, which I think is under the
"com.sun.j3d.....geometry". Check out the index.html of Java3D API to find the
exact location. Then add this primitive (say sphere or block) directly
to your TransformGroup as a child. Don't try to cast it to the
"Shape3D" type..
And add as many as you want. It should work fine. You need extra
TransformGroups
only if you desire different transformations for a specific part (sphere).
By the way, you CAN directly add the spheres to your BranchGroup
if you want your parts exactly on the origin.
Thanks,
Erdal Bulgan (Turkish Guy)
UW Madison
Manufacturing Systems Engineering Master Student.
>Hi all,
>
>I have been starting out on the java3d side of things. I have written
>some small programs, at present wether i get anything on the screen
>seems to be a matter of chance.
>
>I think this is to do with how things that are drawn on the canvas3D are
>laid out in the scene graph. For instance. If i wanted a single sphere
>to appear you would create a BranchGroup, then add a TransformGroup to
>that. Then add a shpae3D ( the image to go on th escreen ) to the
>TransformGroup. I assume that all of the things that affect this
>shape3D has to go on the same TransformGroup node.
>
>What if i want 3 objects ( say spheres ) on the screen, would i add
>three transform groups to the BranchGroup ? or is there another way.
>
>Thanks for the help
>
>Dave Frost
>
>Attachment Converted: "c:\program files\wiscworld\eudora\attach\djfrost.vcf"
>
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