More Particle System fun!
I was hoping to release this code for testing, but I have run into a Java3D snag.

I have a Shape3D, in which, my code is manipulating it's TriangleStripArray.
The problem is that as soon as the (0,0,0) of the Shape3D is NOT in view, the Shape3D gets culling.
Well, that would seem ok, but part of the Shape3D, namely many many "particles" (which are TrianlgeStrips) immediately disappear from view.  Well, this all makes sense to me, because when I make the Shape3D, it's empty, and therefore the Bounds are zero.
However, after I load it up with geometry the Bounds need to be updated.  Now I would prefer to do this directly because only my PartcileManager class would know the correct Bounds for the system.  So, I tried:

shape.setBoundsAutoCompute(false);
shape.setBounds( new BoundingBox(new Point3d(-10000,-10000,10000),new Point3d(10000,10000,10000)));

which should turn off AutoCompute and use my BoundingBox.  In my test case above I just made it huge to make sure the particle system would be seen. But it doesn't work.  The Shape3D is still getting culled when the origin is not in view.

So the question is, what is the corret way to set the culling Bounds of a Shape3D?
Thanks.

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Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
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