david Xia schrieb:

>    Thanks for your reply. I understand your meaning, but because my first
> partcontains so many objects, it will take time to use transformations
> directly on the geometries, that is why I want to tranform the viewplatform
> instead.
>    The first part(large number of geometries) and second part(few number of
> geometries)are contained in one canvas3d,in the same universe.

You cannot specify hat one object is rendered in a specific canvas until version
1.3 is out.
Always the whole scene (or better the part of the scene which lies inside the
specific viewing frustrum defined with the view class) is rendered.

> I have only
> one viewplatform,when I transform the viewplatform,it will have influence on
> both parts.

yes. Why ? see above

> I am using OrbitBehavior class, it only accepts canvas3d object.
> I am not clear how to use your method to achieve this goal.

Thanks for your reply. My problem may be decribed as this as an example:
Suppose I have many houses, and one moon. I want to navigate the houses
only, due to large geometries, I do not want to transform them directly,I
want to change the camera instead. But the moon should be in the original
position, no matter where my camera is.
According to your suggestion, should
I put houses in one universe while the moon in another universe? or just the
same universe? If in the same universe, I think I  only have one
viewplatform, if I change the carema, it will have influence on both parts
at the same time, how to seperate them?


Move your moon relativ to your viewplatform. I.e.: Use the following graph:

TG --- Viewplatform
|_____ TG2__________ Shape3d

The Shape 3d contains your moon. TG2 defines the transformation (a translation I
suggest) of the moon relative to your viewplatform. So the moon seems to stay on
the same place.

regards
Paul

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