Is this not occuring because culling is performed by Java3D
using a *real* normal from the triangular surface, i.e. that
calculated from the cross-product of the side vectors ot
the triangle.
I always assumed that the normals that you supply are solely
for lighting purposes, and indeed are not necessarily perpendicular
to a triangle.
Rob
> Artur Biesiadowski wrote:
>
> > I suppose that everything should be also ok if you will put CULL_NONE
> > there.
>
> That's exactly what I don't want :)
>
> > It seems that you are generating vertices for triangles clockwise. They
> > should be generated counterclokwise (or you have to specify CULL_NONE).
>
> Ok, but why should they be generated CCW? (BTW, I didn't show it but I
> had a switch there there that allowed calculating of either). It totally
> mistified me why this doesn't work with clockwise ordering and the
> normals pointed in the right direction. Changed to ccw and it works, but
> why Java3D should eliminate nodes declared in the opposite way
> particularly when they are correctly generated with the right normal
> values. I tried reading everywhere through the J3D docs (both API and
> javadoc) to see if it specified any such dependency and couldn't find it
> anywhere. If so, it must be another one of these magic things that we
> don't really need to know about and therefore is not worth documenting.
>
> --
> Justin Couch http://www.vlc.com.au/~justin/
> Freelance Java Consultant http://www.yumetech.com/
> Author, Java 3D FAQ Maintainer http://www.j3d.org/
> -------------------------------------------------------------------
> "Humanism is dead. Animals think, feel; so do machines now.
> Neither man nor woman is the measure of all things. Every organism
> processes data according to its domain, its environment; you, with
> all your brains, would be useless in a mouse's universe..."
> - Greg Bear, Slant
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