We use the same technique as you and even a smaller tecxture with very good
results.  You can see a screenshot at our website.  We don't use the sphere
though, but our own skydome.

David Yazel
Cosm Development Team
http://www.cosm-game.com


-----Original Message-----
From: Raul Rios [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 04, 2001 7:41 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] BAD QUALITY in background geometry textures


Finally I have been able to put a background geometry into my scene.

I wanted to render some clouds in the background of my terrain scene.
I've got it using a Sphere of radius 1.0 as a background geometry,
flipping the normals, and mapping my "clouds.jpg" into the sphere:

  Appearance app = new Appearance();
  app.setTexture(myCloudsTexture);

  Sphere sphere =  new Sphere(1.0f,
Sphere.GENERATE_NORMALS_INWARD |
         Sphere.GENERATE_TEXTURE_COORDS,             15, app);

  BranchGroup bgBackground = new BranchGroup();
  bgBackground.addChild(sphere);

  Background b = new Background(bgBackground);
  b.setApplicationBoundingLeaf(myBoundingLeaf);
  myRoot.addChild(b);


Well, the problem now is that the result is very poor!!.
The clouds don�t seem clouds because of the enlargement of
the texture image, even with a 512x512 pixels image.

Can i manage with this in any way?
I've tried with a smaller radius of the sphere, but the sphere
size seems not to change.


I have tried also with a simple image (no geometry) as background.
The result has much more quality, but the clouds are always in the same
place and don�t translate or rotate with the view. Also this way is slower
than geometry background.


Thanks in advance.

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