Desiree,

Yes, I looked at it more after I'd sent that note and had missed the
change in the z coordinate.

>From the pictures you sent I don't really see why it would be a clipping
problem.  Have you sent it into Sun as a bug?  I had some geometry I
hand fashioned (QuadArrays) that blinked in and out as the view was
rotated - I never had time to debug it.  One of the Sun engineers
mentioned, on this list a month ago or so, something about a parent
transform needing to be set once before something would show up, but in
my case it would come and go, not just gone initially.  Sounds like the
same thing.

- John Wright
Starfire Research

Desiree Hilbring wrote:
>
> On Thu, 8 Mar 2001, John Wright wrote:
>
> > Desiree,
> >
> > Doesn't your right side fold back onto itself? (point 3 to 4 is the
> > reverse of 2 to 3) (I didn't look beyond your right side) Thus you
> > really didn't create boxes... which of course you don't see until you
> > rotate them.
>
> I checked it again, I think it is right. I change the PolgonAttributes
> Modus so that I can see only the lines. During rotation the boxes
> dissappear and reappear. So it is more likely to be a clipping problem,
> right?
>
>  >
> > As an experiment, if you still suspect a problem with normals, perhaps
> > pump your data into a GeometryInfo object and then have it give you
> > normals.
>
> It tried that, the effect was the same.
>
> Thanks Desiree
> >
> > - John Wright
> > Starfire Research
> >
> > Desiree Hilbring wrote:
> > >
> > > o------------------------------------------------------------------------o
> > >
> > > On Thu, 8 Mar 2001, Yazel, David J. wrote:
> > >
> > > > I don't know enough of your app to understand what "looks wrong" to you.. In
> > > > the second screenshot there are empty bands in the middle of  the box.. is
> > > > that what you are referring to?
> > >
> > > Yes, that is what I was referring to. The overall box is createt from
> > > several smaller boxes, each has its own color and some of them are
> > > sometimes missing, during rotation
> > >
> > > If that happened during a rotation I would
> > > > suspect the normals were wrong.
> > >
> > > May be they are, I will thinks about them. Thanks Desiree
> > >
> > > Thats how I calculate them  now:
> > >
> > >         Point3f[] coords = new Point3f[16];
> > >
> > >         // Triangle Strip Array
> > >         // front
> > >         coords[0]=new Point3f(eastValue-w,heightValue+c,-northValue+l);
> > >         coords[1]=new Point3f(eastValue-w,heightValue-c,-northValue+l);
> > >         coords[2]=new Point3f(eastValue+w,heightValue+c,-northValue+l);
> > >         coords[3]=new Point3f(eastValue+w,heightValue-c,-northValue+l);
> > >         // right
> > >         coords[4]=new Point3f(eastValue+w,heightValue+c,-northValue-l);
> > >         coords[5]=new Point3f(eastValue+w,heightValue-c,-northValue-l);
> > >         // back
> > >         coords[6]=new Point3f(eastValue-w,heightValue+c,-northValue-l);
> > >         coords[7]=new Point3f(eastValue-w,heightValue-c,-northValue-l);
> > >
> > >         // top
> > >         coords[8]=new Point3f(eastValue+w,heightValue+c,-northValue+l);
> > >         coords[9]=new Point3f(eastValue+w,heightValue+c,-northValue-l);
> > >         coords[10]=new Point3f(eastValue-w,heightValue+c,-northValue+l);
> > >         coords[11]=new Point3f(eastValue-w,heightValue+c,-northValue-l);
> > >         // left
> > >         coords[12]=new Point3f(eastValue-w,heightValue-c,-northValue+l);
> > >         coords[13]=new Point3f(eastValue-w,heightValue-c,-northValue-l);
> > >         // down
> > >         coords[14]=new Point3f(eastValue+w,heightValue-c,-northValue+l);
> > >         coords[15]=new Point3f(eastValue+w,heightValue-c,-northValue-l);
> > >
> > >         /*
> > >         for(int j=0;j<coords.length;j++) {
> > >             System.out.println("c "+j+" "+coords[j]);
> > >         }
> > >         */
> > >
> > >         // direkter Fuellversuch
> > >         // create normals
> > >         //Vector3f[] normals = new Vector3f[24];
> > >         //Vector3f[] normals = new Vector3f[36];
> > >         Vector3f[] normals = new Vector3f[16];
> > >         for(int n=0;n<normals.length;n=n+4) {
> > >             Vector3f v1 = new Vector3f();
> > >             Vector3f v2 = new Vector3f();
> > >             v1.x = coords[n+3].x - coords[n].x;
> > >             v2.x = coords[n+1].x - coords[n].x;
> > >             v1.y = coords[n+3].y - coords[n].y;
> > >             v2.y = coords[n+1].y - coords[n].y;
> > >             v1.z = coords[n+3].z - coords[n].z;
> > >             v2.z = coords[n+1].z - coords[n].z;
> > >             Vector3f vcross = new Vector3f();
> > >             vcross.cross(v2,v1);
> > >             vcross.normalize();
> > >             normals[n]=vcross;
> > >             normals[n+1]=vcross;
> > >             normals[n+2]=vcross;
> > >             normals[n+3]=vcross;
> > >         }
> > >         /*
> > >         for(int k=0;k<coords.length;k++) {
> > >             System.out.println("n "+k+" "+normals[k]);
> > >         }
> > >         */
> > >
> > >         int stripCounts[] = {8,8};
> > >         TriangleStripArray tri = new
> > > 
>TriangleStripArray(16,TriangleArray.COORDINATES|TriangleArray.NORMALS,stripCounts);
> > >         tri.setCoordinates(0,coords);
> > >         tri.setNormals(0,normals);
> > >         tri.setCapability(Geometry.ALLOW_INTERSECT);
> > >
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