Thats a tough one. I would think on the branch group.  Many of the more
advanced 3d techniques require multiple passes.  The only way to do that in
java3d is using ordered groups.  But accumulation buffers and stencil
buffers are becoming a standard part of 3d programming.  I am sure someone
has figured out how to fit that into a scenegraph architecture.

Dave Yazel
www.cosm-game.com

----- Original Message -----
From: Joachim Diepstraten <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 02, 2001 5:09 AM
Subject: Re: [JAVA3D] Stencil buffers


Hi

> Also, if it doesn't, are there plans to implement an interface to them?
> Specifically I am evaluating my options for implementing shadows.
If it matters I would like to see that too. :) Though I admit I can't
think of a nice way to implement that in a higher order abstraction. For
example on which nodes to you want to set these functions. To the whole
universe? To Branchgroups,to shapes (for example in
appearance)? Global?

EOF,
 J.D.

--
Jmark2k+1 (http://www.antiflash.net/jmark)
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