If you are familiar with AWT then you know that when an image
is loaded it is done asynchronously (other things may happen
at the same time). To allow the program to monitor the image
load an 'image observer' "watches" the load process. The
image observer can be queried for image size and other
information. Any AWT component can be an image observer.
This is discussed in the (soon to be published) Chapter 7
of the Java 3D API Tutorial. There is a little discussion
on the problem you are facing, but it does not provide an
elegant OO solution (a solution is provided).
Find the Java 3D Tutorial "Getting Started with the Java 3D API" at
java.sun.com/products/javamedia/3d/collateral
good luck,
dennis
"Gary L. Graf" wrote:
>
> Hi - Why does the TextureLoader constructors require a Component object
> for reference. I am trying to use 'good' object oriented programming
> and build some class collections of shapes and what not to use in
> different programs. I would like to define the textures as part of my
> class but very few of the Java3D classes are extended from Component.
> That means I end up having to do the TextureLoads with a reference to
> Canvas3D which may be unrelated to my object construct.
> Given that, what's the easiest method to add texture to an object
> without using TextureLoader or at least not requiring the Component
> reference?
> Thanks - Gary Graf
>
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