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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
