David:
There are some alternateapprarance bug fixes in the beta2 release.
However, we do need a testcase or you app inhouse to confirm that your
specific bug has been addressed.
-Uma
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> Date: Sun, 10 Dec 2000 16:44:17 -0500
> From: David <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Alternate Appearance bug
> To: [EMAIL PROTECTED]
>
> Explanation:
>
> I am working on building "bubble" technology into our terrain system. The
> idea being that in an area of 700 meters surrounding the user they are
> getting high density mesh and high density textures. Outside that area, for
> an additional X meters (2k meters+) I am using low density mesh created by
> running a polygon reducer algorithm. Each cell in the "far" terrain is
> using the same Appearance, the only thing that changes from shape to shape
> is the geometry. They all use the same texture, but use texture coordinates
> to map to different parts. The "near" terrain uses a seperate texture per
> cell (200m x 200m). The far terrain is all in one branchgroup. Each shape
> in the far terrain has setAppearanceOverrideEnable(true). There is an
> alternate appearance node set in the far branchgroup. It's attached
> appearance has only RenderingAttributes, with setVisible(false). The
> alternate appearance has influencing bounds set to a bounding sphere. When
> the user moves enough to trigger a bubble move, the bounding sphere for the
> alternate appearance is changed to be the new bounds, thus rendering the
> shapes within the bubble as invisible. Within the same behavior we all
> attach and detach some high density cells, thus there is never an overlap of
> one type of cell to another.
>
> This works extremely well (yahoooo!) however...
>
> for some reason corruption is getting into the rendered view sometimes. I
> have attached a picture. But basically some triangles on the near (high
> density terrain) are being rendered in WHITE. Not the whole shapes, just
> some triangles in some of the shapes.
>
> This only happens to the "near" terrain, never the far. It goes away as
> soon as the influencing bounds are reset. It also never happens within
> view. This means if I walk backward I never see it happen, but if I walk
> foward, then turn around, the corruption appears as I rotate.
>
> I am running 1.2.1 beta 1. OpenGL.
>
>
> Any ideas?
>
> Dave Yazel
> Cosm Development Team
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