A further question:

A "Vertex" is a combination of coordinate, normal, etc. right?  If you have
an IndexedGeometryArray, why does the number of normals need to equal the
number of coordinates?  The number of indices for each does need to be the
same for each, though.

Can you explain this to me further?  Other scene graphs use per-vertex
shading and do not have this restriction.

Adam

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of J. Lee Dixon
Sent: Friday, November 03, 2000 1:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Memory Issues: same number of normals and
coordinate s, even for indexed Geometry?


The reason for the number of normals equalling the number of coordinates
is that Java3D does per-vertex shading.  This allows for smooth shading
of curved surfaces, but yes it is a little wasteful for objects like
cubes.

-Lee

-----Original Message-----
From: Adam Tegen [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 03, 2000 12:11 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Memory Issues: same number of normals and coordinates,
even for indexed Geometry?


Hello-

I'm doing some tests with Java3D and notices something:

The number of coordinates must equal the number of normals (when
enabled)
etc.  At least this is how it seems to be when I use commands like
IndexedTriangleArray.setNormalRefFloat(...)

While this makes sense for non-indexed geometry, how does this make
sense
for indexed geometry?  A cube, for instance has 8 coordinates, and 6
normals.

Am I understanding this correctly?  Does this mean that java3D eats up
unneeded memory?  Is there a good reason for this, or is this an area
for
improvement for future versions.

If someone could explain this to me, I would greatly appreciate it.

Adam

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