> Try out
> pCanvas.getView().setFrontClipPolicy(View.VIRTUAL_EYE);

That fixed it, cool. For some reason, when I saw those feilds, I had the
concepts reversed, but now I know that VIRTUAL is for the VirtualUniverse
(duh :) ).

Im not sure why it needs to be set that way though, It would seem a little
better to set it like so...

pCanvas.getView().setFrontClipDistance(View.VIRTUAL_EYE, 0.1);

and get the distance much the same way.

I also see that their RELATIVE_TO_FIELD_OF_VIEW should probably be referd to
as RELATIVE_TO_HORIZONTAL_FIELD_OF_VIEW, because its also possible to do
RELATIVE_TO_VERTICLE_FIELD_OF_VIEW, and also a little more complex a policy
which would have a minimum field of view for both verticle and horizontal so
that when the user stretchs out the window one field of view will not cause
the other to shrink to small. Programs like Lightwave for example, use
something like that, because the user has to be aware of what is going to be
rendered and what is not during an animation (it has a box around the area
that will be rendered).

Leyland Needham

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to