Something is wrong here. If in you mesh you substitute a point (x,y,z) with
a point (-x,y,z) then all your triangles will hvae vertices in a wrong
order. Just normals will not work to fix this problem.

Boris


> ----------
> From:         Yan Laporte[SMTP:[EMAIL PROTECTED]]
> Reply To:     Discussion list for Java 3D API
> Sent:         Tuesday, August 15, 2000 1:37 PM
> To:   [EMAIL PROTECTED]
> Subject:      [JAVA3D] flipping geometry
>
> Hello everyone...
>
> I was wondering if anyone has found a way to flip an object using J3D...
>
> The geometry is just a triangle array that I create from a indexed
> trinagle
> set from a VRML file (home made loader), I read the normals from ths file
> as
> well...   I would like to just flip that object over the x coordinate.  As
> far as flipping the geometry it seems to work fine by the just switching
> the
> sign on th ex coordinate of each points...  However there is a problem
> with
> the normals...  I can't figure out how to have the normals follow. If
> leave
> them as is of course it is a problem because they are facing the wrong
> way...  I try to change the sign of the x coordinates on the normal vector
> as well (something that made sense to me) and it seems to be working only
> partialy. Using negative scaling factors doesn't seem to do the trick
> either.
>
> Does anyone has ever flipped an object in J3D or found a way ti achieve
> similar results.  Maybe I am just poor at linear algebra.
>
> Could that be a new transform made available in the next verosin of J3D as
> well?
>
> Yan Laporte
> DMI
> Universit� de Sherbrooke
> [EMAIL PROTECTED]
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