Hi Dave,
>
>I found out the hard way about the decal groups :) So now I have my
>"decals" floating above the surface slightly and alpha blending in. Works
>fine except when you are about level with the decal, then zbuffering freaks
>out. Can't wait to have decal groups really working.
>
>I am not sure about the GeometryByReference. Every polygon, with one
>exception, is built with a TriangleStripArray. The one exception are shapes
>being loaded with the OBJ loader. Any chance the OBJ loader is building
>GeometryByReference non-interleaved array?
>
I think OBJ loader use Trianglular which don't use GeometryByReference.
>Sending you an "example" will be a huge undertaking, as the problem seems to
>not rear its ugly head with small pieces of my world. My application is
>somewhat complex, currently existing in a 20,000 x 20,000 space. Pieces of
>the world are built and destroyed as you move through it, objects are built
>and moved as needed.
>
If the crash is not in J3D.DLL, you may try to run using
Emulation mode java -Dj3d.d3ddevice=Emulation yourprogram
to see if this is driver issues. Otherwise, we appreciate if
you can extract a test case for us to investigate.
>Would updating of the scene graph from multiple threads cause any
>instabilities? I suspect it is causing unneeded blocking in the java3d
>kernal, I was thinking about changing my threads to send the switch and
>transformation changes to a queue sitting in a behavior, so that the live
>scenegraph is only touched from within the behavior. Is there any advantage
>(blocking) or stability which I might realize as a result of doing this?
>
It shouldn't have problem to update scene graph from multiple
threads. If the crash is outside JVM and it
didn't occur under OpenGL version of Java3D, there should have
some other bug in D3D version. You may want to try the next
release to see if problem still reproducible.
Thanks.
- Kelvin
----------------
Java 3D Team
Sun Microsystems Inc.
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