Well, yes, there is a point. But from another hand, u can simply create
a separate class for loading all external resources, so that u can
write functions which accept only filenames of external resources, while
full path is stored right in your 'ResourcesLoader' class. Moreover, u can
pass some component object (Applet instance, for example) to
ResourcesLoader constructor , so that the reference to the Component would be
stored there. After that all u got to do is passing this ResourcesLoader
to any class that wants to load any external resources. Actually u can
even be smatter and make ResourcesLoader class a static member. After
that there wouldn't be any need in passing it to other classes at all. I
know that it doesn't sound like a good style of object programming, but
they did make System.out stream a static member, didn't they?
vladimir
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In your previous letter u wrote:
--------------------------------
Of> You definitively have a point there (even if it is not a pure Java 3D
Of> question)
Of> I have heaps of classes constructor./methods with a canvas 3d argument
Of> because of this
Of> Sun people?
Of> Olivier
Of> -----Original Message-----
Of> From: Gary L. Graf <[EMAIL PROTECTED]>
Of> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Of> Date: Thursday, October 21, 1999 3:51 AM
Of> Subject: [JAVA3D] Texture loading
>>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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