Hi Michael,

I missed your reply and just saw it.
I am very interested in terrain modelling myself and auto-generate all mine (usually from GIS height grids).
I expect to be doing something along the line of what you are trying.
I was hoping to go into some detail on this stuff with David before going the next step
(all I am doing at the moment is a fairly dumb translation from a height grid to a java3d "test" program with
a tristrip and texture coords) - but he is a busy fellow :).

I would be happy to look at your test code with you (contact me on [EMAIL PROTECTED]),

cheers,

Chris

Michael Nischt wrote:

thanks very much Chris, if i understood correctly:for culling my terrain, scenegraph culling is good. so what to to for that ?i got the terrain organized in little pieces ( each part is a unique BranchGroup with a Shape3D added) -------------------| 8  | 9 |10 | 11|-------------------| 4  | 5 | 6  |  7 |-------------------| 0  | 1 | 2  |  3 |--------------------(much more parts in the app)  i looked at the autocomputed bounds (from each Shape3D) and they look much too big i guess - (besides i know nothing is culled because of the frame rate)so i used setBounds with a BoundingBox containing with one part.but either all or also nothing is culled - depending on my orieantaion. btw.  setting the bounds of BranchGroups has no result - why ? so what i am doing wrong ?  greetings
Michael Nischt 

e-mail: [EMAIL PROTECTED]
homepage: http://zero.monoid.NET


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