> From: Victor Raymond <[EMAIL PROTECTED]>
> Subject: [JAVA3D] MouseBehavior.INVERT_INPUTS
>
> The Java3d documentation seems to suggest that all I'd have to
> do is use a MouseRotate constructed with the INVERT_INPUTS flag
> and have this manipulate the View Platform's Transform.

This works OK for the VRML examples, but there is a different structure to the
transforms there.

> This doesn't provide the same behavior.

How is it different?  Perhaps the problem can be traced sequence of transforms
being used.  Translate then rotate will look different than rotate then
translate.

You probably need to set up your scene graph like:

     BranchGroup
        TransformGroup  <= modified by MouseRotate
            TransformGroup <= used translate vp back to bring obj into view
                ViewPlatform

This sounds like it is getting to be a common problem.  I'll look into what it
will take to make this work with the SimpleUniverse code.

Doug Gehringer
Sun Microsystems

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