Yes you are correct.  The colors, tex coords, normals and coordinates need
to be the same.  So you end up duplicating your colors, etc, when you dont
really want to.  I never found a way to solve that problem.

You should be able to to have

colors [c1]
texCoords[t1,t2,t3]
normals [n1,n2,n3]
coordinates[v1,v2,v3]

and set indices

coordinates[0,1,2]
colors[0,0,0]
texCoords[0,1,2]
normals [0,1,2]

But you can't

Dave Yazel


> ----------
> From:         Liming CHEN[SMTP:[EMAIL PROTECTED]]
> Reply To:     Discussion list for Java 3D API
> Sent:         Wednesday, December 20, 2000 7:56 AM
> To:   [EMAIL PROTECTED]
> Subject:      Re: [JAVA3D] use of IndexTriangleArray class
>
> Hi, Yazel,
>
> After reading your discussion, my question is simplified as following:
>
> If I have a geometry with 20 vertices and 38 vertex index, I am sure that
> there
> should be 20 vertex coordinates. What I want to know is  how many normals
> and
> texture coordinates there should be. According to your message, it seems
> for me
> that there also should be 20 normals and 20 texture coordinates for each
> of the
> vertex. Right?
>
> But I think the number of normals or texture coordinates should be allowed
> to be
> more than (or perhaps less than )   the number of vertices (here it is 20)
> as
> long as the size of normal index and texture coordinate index are the same
> as
> the size of vertex coordinate index.
>
> If what I said is right, for example, the normals are 30 (rather than 20),
> then
> when using the setNormals(index, norms) to set the normals, there is a
> error
> message "java.lang.ArrayIndexOutOfBoundsException". In my understanding,
> this is
> because the index is 20 while the norms is 30.
>
> I have found that VRML has provided the functionality that I just
> mentioned when
> using IndexedFaceSet to generate a geometry.
>
> Is It my fault or the Java3D just providessuch function?
>
> Liming
>
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