I just added a star background to my app by following the example and it didn't
slow down at all. Your graphics card probably doesn't have enough texture
memory.
I saw another problem though. I am using a huge texture with about a billion
tiny stars but when I map it to the unit sphere, the texture gets so stretched
out that the stars are big blurry blobs. Is there a way to define the texture
coordinates so this doesn't happen?
-Roy
Christian Bartel wrote:
> Hi Professionals :)
>
> I am a beginner in Java3D and have the following question:
>
> Situation:
> I set up a somewhat nice-looking solar-system so far. There are spinning
> planets and they're rotating around a sun. I can move the viewing-platform
> by mouse-movements. Now I used a background-geometry to put an image
> (starfield) to the background that would move as the mouse would change the
> position of the viewing-platform.
>
> BUT: This is unacceptable slow. If I use no Background I can smoothly move
> up to 10 Planets (spinning and rotating with textures). But as soon as the
> background comes in, everything gets really bad :(
>
> Has this something to do with the size of the texture? I mean the amount of
> time that is needed to stretch it onto the inner side of the backgrounds
> sphere?
>
> I used pretty exactly the implementation of the API-example that is schowing
> the use of that feature...
>
> Am I missing something? Or is there another way to implement what I wanted?
>
> Thank you all!
>
> Greetings,
> Christian Bartel
>
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