Hello, I'm having some problems using an offscreen canvas.
Here we go... First of all, I don't want to use an offscreen canvas,
I was trying to draw in a canvas but using a clipping region. I didn't
find any clipping region in GraphicsContext3D, so I looked for it in
Graphics2D class, there I found it. But the problem is that I have a 3D
world I'm projecting in the canvas using the
GraphicsContext3D.draw(geometry), and I only could use the clipping
region in the Graphics2D.draw primitives. That's why I decided to use
the offscreen canvas, in order to draw in it using the GraphicsContext3D
draw functions and then make a copy of the buffer from one canvas to the
other using Graphics2D with the clipping region....
I know it sounds mad, but it's the only way I can imagine. I don't
know if there is another easier way, maybe using the class Raster
(Really, I don't know what it's supposed it does)
Any suggerence???
Marc
PS: Thanks to Kelvin Chung for the previous answer, when I was
cleaning the source in order to send you a easy example I found some
issues that helped with the problem (I guess that the offscreen canvas
don't have any graphicsContext3D because it isn't in any container)
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