Kevin,

Do you, or anyone, have an example of "... the sphere to be
broken up into multiple geometries so the individual triangles (or
patches) could be sorted." ?

You then have one geometry object for each triangle of the sphere?  Together
with an Appearance object (which I assume would be shared with all the
geometry objects?)  How to handle this efficiently, both in terms of memory
(does a geometry object use up a lot of resources? Can you share geometry
for each sphere?) as well as speed (if I have an animation of a sphere
passing through another sphere, do I, at each frame change, have to
recalculate splitting up the spheres and adding new geometry objects to the
scene graph, one for those parts inside one sphere and one for those parts
outside the sphere(?), or should I "simply" have a thousand geometryobjects
under transforms for the animation)?

Examples of how to approach this would be very helpful.

In my specific case, I need 3 torii, one inside another (smaller) inside
another (smaller still), with helix lines wrapped around each torus.  And
the torii and line wrappings are all rotating.  Then, during the animation,
the 3 torii translate in 3 different directions, until they are no longer
inside one another.

Now, I might have 10 or 15 of these 3 torii things in the animation.  What
is an efficient way to organize all this?  And to split up the geometry so
transparency works correctly?  And so the animation is not really, really
slow?

This is one case in which I need help understanding how to organize "things"
in Java 3D.  Any pointers?  Any comments on how *not* to do it??

Bob Gray

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Dipl. Ing. Paul
Szawlowski
Sent: Thursday, December 20, 2001 8:23 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Still a transparency sorting problem in
Java3D1.3Beta?


Kevin Rushforth schrieb:

> >Can you please give a short description how depth sorting is done (what
> coordinate
> >is taken for comparing the depth, ...) ?
>
> The centroid of each geometry object is used for comparing depth.

Do you only sort geometries, but not the triangles (or quads) within a
geometry ?
What happens if I have 2 transparent concentric spheres with different
diameters
(each a seperate shape). Will you get that configuration right ?

regards
Paul

PS: If there is a description of the capabilities of depth sorted
transparency
(what it does and what it does not), please point me to that description, so
I
don't have to bother you anymore with my questions.
Unfortunatly I cannot test the 1.3 version because of the FireGL bug.

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