Sorry for my unclear, my question is, can we create a box with a JPanel-like
component on one side of it? when we rotate the box, the "JPanel" will
rotate together with the box.

xiaohua
----- Original Message -----
From: "David Yazel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, January 12, 2002 5:29 PM
Subject: Re: [JAVA3D] ask help for display long text on an 3D object


> Yes, you can create create a JWindow on top of your canvas, or you can use
> standard Swing and have one panel as the canvas with the 3d object, and a
> panel to the side with your text.
>
> Dave Yazel
> ----- Original Message -----
> From: xhsun <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, January 12, 2002 11:20 PM
> Subject: Re: [JAVA3D] ask help for display long text on an 3D object
>
>
> Thanks for your reply. Yes,  I know the time need for the texture must be
> inacceptable, especially for my case, textures need to be created very
> frequently from database query. Please forgive my naive, is it possible
for
> the 3d scene to render something like a JPanel on top of an object? Could
we
> create a JPanel on one side of a box and let it paint itself when
rendering?
>
> xiaohua
> ----- Original Message -----
> From: "David Yazel" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, January 12, 2002 4:56 PM
> Subject: Re: [JAVA3D] ask help for display long text on an 3D object
>
>
> > Before I launch into this note I want to set the premise.  By reading
your
> > question I am assuming you want to show text within the 3d scene.
> >
> > The technology to display text in 3d can only be done 2 ways.  One way
is
> > done with a texture and another way is done with geometry. Text3d uses
> > geometry in a  Shape3d that has the shape of the letters, all done with
> > triangles in real geometry.  All other methods depend on textures to
show
> > the text.  For text to be crisp it has to be positioned in such a way
that
> > it aligned with the image plate and transformed such that one texel =
one
> > pixel.  If you took created a 512x512 texture with a bunch of text on it
> and
> > threw it on a cube within your scene, you would be able to read the text
> > from some orientations and less so from others.  You described your
> problem
> > as not be solvable by an overlay.  A 3d overlay manages text panes and
> keeps
> > them aligned to the screen, which is an optimal way of doing text
panels,
> > chat boxes, and controls within the 3d world.  If you need to display
text
> > within the 3d scene then the image which comprises the texture needs to
be
> > sent to the card.  Big textures take a long time to stream over to the
> card.
> > The bigger the texture and the more frequently you update it, the slower
> > your framerate will be.  That is why people who write overlay systems do
a
> > lot of extra work to minimize the impact by breaking up the image into
> lots
> > of smaller textures, only sending updates to the card for those
> subtextures
> > which matter.
> >
> > Dave Yazel
> >
> > ----- Original Message -----
> > From: xhsun <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Saturday, January 12, 2002 10:28 PM
> > Subject: [JAVA3D] ask help for display long text on an 3D object
> >
> >
> > Sorry for the unclear of my last message. I need to display large amout
of
> > text on the surface of an object as part of the scene, which is
different
> > from text overlay. Read from the previous archive, there is an example
> using
> > textured quad, but that's actually similar to Text2D and the time to
load
> > long text is not acceptable. Even though the computer can be fast enough
> to
> > create the texture image from the text, what we get will be a big image
> but
> > not sth like the Text area in Java with a scroll bar. Could someone tell
> me
> > whether it is possible to create a Java Text area on top of an 3d
object?
> >
> > Thanks in advance.
> >
> > xiaohua
> >
> >
>
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>
>
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>
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