Hello,

maybe I'm doing something wrong, but I appreciate differences between the
two java3D versions in terms of specular shines (loading same model under
same conditions). I load a 3DS model, that has a texture mapped, and I set
the material with the following values:

    material.setLightingEnable(true);
    material.setAmbientColor(new Color3f(1.0, 1.0, 1.0));
    material.setDiffuseColor(new Color3f(1.0, 1.0, 1.0));
    material.setSpecularColor(new Color3f(1.0, 1.0, 1.0));
    material.setShininess(128.0f); 
    texAttr.setTextureMode(TextureAttributes.MODULATE);
    int style = PolygonAttributes.POLYGON_FILL;
   ca.setShadeModel(ColoringAttributes.SHADE_GOURAUD);


As you can see on the attached jpg's, while the DirectX version shows the
model perfectly shining, the OpenGL version seems not to be affected for the
specular light (the scene contains two one ambient and two directional
lights ).

Is this behavior a bug? How can I manage to get the same behavior between
the two versions ? 
Thanks a lot

LLu�s Pineda
Planeta Actimedia 

 <<directx.jpg>>  <<opengl.jpg>> 

<<attachment: directx.jpg>>

<<attachment: opengl.jpg>>

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