I have two questions regarding to the construction of sphere in Sphere.java
(especially to j3d team) :

1. Why are you using GeomBuffer for constructing Geometry for the shape
(BODY) of sphere? Why not just an ordinary Geometry class, such as
QuadArray, etc. ? If we're going to make a new shape that will be in the
same transform group with that shape (BODY) (hoping that it will move along
with the sphere), should we use GeomBuffer?In GeomBuffer, there are vertex3d
and texCoord2d. Are they the same things with Geometry.setCoordinate and
Geometry.setTextureCoordinate?

2. Why should the TG under the sphere (objTrans in the code) be rotated  90
degree to get the texture matched up?

I come to those questions after I tried to build several shape3d s and put
it under objTrans in Sphere.java. Those shape3ds have TriangleStripArray for
each geometry and I mapped them to continents on the texture. First I
thought the mapping process was right - I have scaled the coordinates to
follow dimension in power of 2, I have found s and t, theta and rho, and
define coordinate 3d from those variables. But it seems all coordinates are
in the back side (-x,+y and -z). So even I haven't make those shape3ds
invisible, all of them have already become invisible. I also set two
rotations in createSceneGraph of my main class, MouseRotate and
RotationInterpolator. First it worked, but after I add those shape3ds to the
sphere construction, MouseRotate not worked anymore.

I'm really waiting for your comment...

Regards,
Tria

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