I believe my problem is that I move the "camera" by changing the
ViewPlatform's transformation matrix. The camera can be moved that way,
but the ViewPlatform may not know that the transformation matrix is being
modified and so whatever bounding volume it uses to cull out geometry is
still in it's original position at (0,0, ...). This is all just guessing
here, at the risk of sounding ignorant. The way I obtain the matrix is

simpleU.getViewingPlatform().getViewPlatformTransform().

Is there a better way to move the camera around so that it follows a ship
(i.e. a TriangleArray stuck in a Shape3D stuck in a BranchGroup)?

dave

On Thu, 14 Dec 2000, John Wright wrote:

> David,
>
> Is your particle system a behavior? Is it possible that you are moving
> the view outside of the scheduling bounds for that behavior?
>
> Other possible ideas... are you moving your view so far back that your
> particles are beyond the back clipping distance?
>
> - John Wright
> Starfire Research
>
> David Ko wrote:
> >
> > I've asked this question before, but I guess I'll ask it again. How do you
> > set Shape3D (or possibly the BranchGroup that contains it) so that it
> > renders no matter where the View is. I've tried setBounds with a huge
> > boundingsphere, but it doesn't seem to work. The reason I'm doing this is
> > that I'm using a TriangleArray to render particles. However, when I change
> > the camera position (using the View's transform matrix), and I go out from
> > a certain range, all the particles disappear. Imagine top-down game of a
> > spaceship and the camera is always hovering over the ship, moving with it.
> >
> > Thank you,
> > David Ko
> > JHU
> >
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