By planar mapping effect, do you mean that you'll see where the polygons of
the sphere intersect w/ the plane? If so, you could probably get around that
by translating the plane in -z by a bit before attaching it to the
Billboard-affected transform group. This way it always lies a little behind
the plane containing the silhouette of the sphere and you should never see
the polygonization of the sphere.

Do you mean you could apply a 2D turbulence function to the texture map?
That might be a nice effect.

All this talk makes me want to go out and try to implement this. If only I
had the time.... If anyone does, could you post a demo program or at least
some screenshots? (on a website, of course... no need to swamp the mailing
list w/ huge files)

-Jean Laleuf
[EMAIL PROTECTED]

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Joachim Diepstraten
Sent: Thursday, June 21, 2001 1:08 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Solar coronas (was: [JAVA3D] Background Geometry)


Ehlo Jean

> well with the geometry of the star/sun. Make sure the center of the quad
(ie
> the rotation point) is lined up w/ the center of the star/sun sphere. That
> way, it should always look like the corona surrounds the sphere.
> Let me know if this works.
It will only look well if the sun is far away and not close by otherwise
you will notice very likely the 2d planar mapping effect. Besides you
don't have an animated corona. Hmm you could to this by a 2d turbulence
function but I think it would consume to much cpu power.

EOF,
 J.D.

--
Realtime Raytracer in JAVA
(http://www.antiflash.net/raytrace)

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